Distributed Nash Equilibrium Seeking for Generalized Convex Games with Shared Constraints
NASA Astrophysics Data System (ADS)
Sun, Chao; Hu, Guoqiang
2018-05-01
In this paper, we deal with the problem of finding a Nash equilibrium for a generalized convex game. Each player is associated with a convex cost function and multiple shared constraints. Supposing that each player can exchange information with its neighbors via a connected undirected graph, the objective of this paper is to design a Nash equilibrium seeking law such that each agent minimizes its objective function in a distributed way. Consensus and singular perturbation theories are used to prove the stability of the system. A numerical example is given to show the effectiveness of the proposed algorithms.
Misunderstandings of concussion within a youth rugby population.
Kearney, Philip E; See, James
2017-11-01
The recognition and management of concussion has become a major health concern within rugby union. Identifying misconceptions and attitudes regarding concussion is valuable for informing player education. Therefore, the purpose of this study was to explore the knowledge of, and attitudes towards, concussion in subgroups of youth rugby players. Cross-sectional survey. Information sheets and consent forms were distributed at training sessions for multiple teams at each of three schools and three clubs. Players who returned consent forms completed a custom-designed survey at a subsequent session. Two hundred and fifty-five English players, aged 11-17 years, completed the anonymous survey. Sixty-one participants reported a total of 77 concussions. Self-reported return to play ranged from 0 to 365 days; only seven players (11%) reported a return to play after the Rugby Football Union's recommendation of 23 days. Although the majority of findings relating to players' knowledge of concussion were positive, a number of important misunderstandings were revealed. While the majority of players reported positive attitudes towards concussion, a substantial minority (up to 30%) reported inappropriate attitudes in response to specific questions. Participants who played at multiple venues did report superior knowledge and attitudes relative to their peers who played at a single venue. Despite generally positive results, youth rugby players were found to hold a number of misconceptions regarding concussion which should be the focus for education initiatives. Considering general subgroups of players by concussion history, age, or playing position appears unlikely to enhance the design of concussion education programmes. Copyright © 2017 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.
Relation Extraction with Weak Supervision and Distributional Semantics
2013-05-01
country is no longer a member of the organization), a player and an event, a team and a sport, etc. Multiple meanings of a relation phrase are success ...Zimbabwe, the Commonwealth> <force, country> <American forces, Vietnam>; <Roman Legions, Britain> < player , event> <Brandon Bass, the NBA draft>; <Agassi...training data. We found that dealing with incorrectly labeled examples is critical for its success . We develop a latent Bayesian framework for this
Adaptive Portfolio Optimization for Multiple Electricity Markets Participation.
Pinto, Tiago; Morais, Hugo; Sousa, Tiago M; Sousa, Tiago; Vale, Zita; Praca, Isabel; Faia, Ricardo; Pires, Eduardo Jose Solteiro
2016-08-01
The increase of distributed energy resources, mainly based on renewable sources, requires new solutions that are able to deal with this type of resources' particular characteristics (namely, the renewable energy sources intermittent nature). The smart grid concept is increasing its consensus as the most suitable solution to facilitate the small players' participation in electric power negotiations while improving energy efficiency. The opportunity for players' participation in multiple energy negotiation environments (smart grid negotiation in addition to the already implemented market types, such as day-ahead spot markets, balancing markets, intraday negotiations, bilateral contracts, forward and futures negotiations, and among other) requires players to take suitable decisions on whether to, and how to participate in each market type. This paper proposes a portfolio optimization methodology, which provides the best investment profile for a market player, considering different market opportunities. The amount of power that each supported player should negotiate in each available market type in order to maximize its profits, considers the prices that are expected to be achieved in each market, in different contexts. The price forecasts are performed using artificial neural networks, providing a specific database with the expected prices in the different market types, at each time. This database is then used as input by an evolutionary particle swarm optimization process, which originates the most advantage participation portfolio for the market player. The proposed approach is tested and validated with simulations performed in multiagent simulator of competitive electricity markets, using real electricity markets data from the Iberian operator-MIBEL.
NASA Astrophysics Data System (ADS)
Murugesan, Gowtham; Saghafi, Behrouz; Davenport, Elizabeth; Wagner, Ben; Urban, Jillian; Kelley, Mireille; Jones, Derek; Powers, Alex; Whitlow, Christopher; Stitzel, Joel; Maldjian, Joseph; Montillo, Albert
2018-02-01
The effect of repetitive sub-concussive head impact exposure in contact sports like American football on brain health is poorly understood, especially in the understudied populations of youth and high school players. These players, aged 9-18 years old may be particularly susceptible to impact exposure as their brains are undergoing rapid maturation. This study helps fill the void by quantifying the association between head impact exposure and functional connectivity, an important aspect of brain health measurable via resting-state fMRI (rs-fMRI). The contributions of this paper are three fold. First, the data from two separate studies (youth and high school) are combined to form a high-powered analysis with 60 players. These players experience head acceleration within overlapping impact exposure making their combination particularly appropriate. Second, multiple features are extracted from rs-fMRI and tested for their association with impact exposure. One type of feature is the power spectral density decomposition of intrinsic, spatially distributed networks extracted via independent components analysis (ICA). Another feature type is the functional connectivity between brain regions known often associated with mild traumatic brain injury (mTBI). Third, multiple supervised machine learning algorithms are evaluated for their stability and predictive accuracy in a low bias, nested cross-validation modeling framework. Each classifier predicts whether a player sustained low or high levels of head impact exposure. The nested cross validation reveals similarly high classification performance across the feature types, and the Support Vector, Extremely randomized trees, and Gradboost classifiers achieve F1-score up to 75%.
Evolutionary games in the multiverse.
Gokhale, Chaitanya S; Traulsen, Arne
2010-03-23
Evolutionary game dynamics of two players with two strategies has been studied in great detail. These games have been used to model many biologically relevant scenarios, ranging from social dilemmas in mammals to microbial diversity. Some of these games may, in fact, take place between a number of individuals and not just between two. Here we address one-shot games with multiple players. As long as we have only two strategies, many results from two-player games can be generalized to multiple players. For games with multiple players and more than two strategies, we show that statements derived for pairwise interactions no longer hold. For two-player games with any number of strategies there can be at most one isolated internal equilibrium. For any number of players with any number of strategies , there can be at most isolated internal equilibria. Multiplayer games show a great dynamical complexity that cannot be captured based on pairwise interactions. Our results hold for any game and can easily be applied to specific cases, such as public goods games or multiplayer stag hunts.
Evolutionary games in the multiverse
Gokhale, Chaitanya S.; Traulsen, Arne
2010-01-01
Evolutionary game dynamics of two players with two strategies has been studied in great detail. These games have been used to model many biologically relevant scenarios, ranging from social dilemmas in mammals to microbial diversity. Some of these games may, in fact, take place between a number of individuals and not just between two. Here we address one-shot games with multiple players. As long as we have only two strategies, many results from two-player games can be generalized to multiple players. For games with multiple players and more than two strategies, we show that statements derived for pairwise interactions no longer hold. For two-player games with any number of strategies there can be at most one isolated internal equilibrium. For any number of players with any number of strategies , there can be at most isolated internal equilibria. Multiplayer games show a great dynamical complexity that cannot be captured based on pairwise interactions. Our results hold for any game and can easily be applied to specific cases, such as public goods games or multiplayer stag hunts. PMID:20212124
Zero-Determinant Strategies in Iterated Public Goods Game
Pan, Liming; Hao, Dong; Rong, Zhihai; Zhou, Tao
2015-01-01
Recently, Press and Dyson have proposed a new class of probabilistic and conditional strategies for the two-player iterated Prisoner’s Dilemma, so-called zero-determinant strategies. A player adopting zero-determinant strategies is able to pin the expected payoff of the opponents or to enforce a linear relationship between his own payoff and the opponents’ payoff, in a unilateral way. This paper considers zero-determinant strategies in the iterated public goods game, a representative multi-player game where in each round each player will choose whether or not to put his tokens into a public pot, and the tokens in this pot are multiplied by a factor larger than one and then evenly divided among all players. The analytical and numerical results exhibit a similar yet different scenario to the case of two-player games: (i) with small number of players or a small multiplication factor, a player is able to unilaterally pin the expected total payoff of all other players; (ii) a player is able to set the ratio between his payoff and the total payoff of all other players, but this ratio is limited by an upper bound if the multiplication factor exceeds a threshold that depends on the number of players. PMID:26293589
Robertson, Sam; Gupta, Ritu; McIntosh, Sam
2016-10-01
This study developed a method to determine whether the distribution of individual player performances can be modelled to explain match outcome in team sports, using Australian Rules football as an example. Player-recorded values (converted to a percentage of team total) in 11 commonly reported performance indicators were obtained for all regular season matches played during the 2014 Australian Football League season, with team totals also recorded. Multiple features relating to heuristically determined percentiles for each performance indicator were then extracted for each team and match, along with the outcome (win/loss). A generalised estimating equation model comprising eight key features was developed, explaining match outcome at a median accuracy of 63.9% under 10-fold cross-validation. Lower 75th, 90th and 95th percentile values for team goals and higher 25th and 50th percentile values for disposals were linked with winning. Lower 95th and higher 25th percentile values for Inside 50s and Marks, respectively, were also important contributors. These results provide evidence supporting team strategies which aim to obtain an even spread of goal scorers in Australian Rules football. The method developed in this investigation could be used to quantify the importance of individual contributions to overall team performance in team sports.
Fenner, Jonathan S J; Iga, John; Unnithan, Viswanath
2016-10-01
The aim of this study was to evaluate physiological and technical attributes of prepubertal soccer players during multiple small-sided games (SSGs), and determine if SSGs can act as a talent identification tool. Sixteen highly trained U10 soccer players participated and separated into two groups of eight. Each group played six small-sided (4 vs. 4) matches of 5-min duration. Each player was awarded total points for the match result and goals scored. A game technical scoring chart was used to rate each player's performance during each game. Time-motion characteristics were measured using micromechanical devices. Total points had a very large significant relationship with game technical scoring chart (r = 0.758, P < 0.001). High-speed running distance had a significantly large correlation with game technical scoring chart (r = 0.547, P < 0.05). Total distance covered had a significant and moderate correlation with game technical scoring chart (r = 0.545, P < 0.05) and total points (r = 0.438, P < 0.05). The results demonstrated a large agreement between the highest-rated players and success in multiple SSGs, possibly due to higher-rated players covering larger distances in total and at high speed. Consequently, multiple SSG could be used to identify the more talented prepubertal soccer players.
NASA Astrophysics Data System (ADS)
Ben-Naim, E.; Redner, S.; Vazquez, F.
2007-02-01
We study a stochastic process that mimics single-game elimination tournaments. In our model, the outcome of each match is stochastic: the weaker player wins with upset probability q<=1/2, and the stronger player wins with probability 1-q. The loser is eliminated. Extremal statistics of the initial distribution of player strengths governs the tournament outcome. For a uniform initial distribution of strengths, the rank of the winner, x*, decays algebraically with the number of players, N, as x*~N-β. Different decay exponents are found analytically for sequential dynamics, βseq=1-2q, and parallel dynamics, \\beta_par=1+\\frac{\\ln (1-q)}{\\ln 2} . The distribution of player strengths becomes self-similar in the long time limit with an algebraic tail. Our theory successfully describes statistics of the US college basketball national championship tournament.
Factors affecting match performance in professional Australian football.
Sullivan, Courtney; Bilsborough, Johann C; Cianciosi, Michael; Hocking, Joel; Cordy, Justin T; Coutts, Aaron J
2014-05-01
To determine the physical activity measures and skill-performance characteristics that contribute to coaches' perception of performance and player performance rank in professional Australian Football (AF). Prospective, longitudinal. Physical activity profiles were assessed via microtechnology (GPS and accelerometer) from 40 professional AF players from the same team during 15 Australian Football League games. Skill-performance measure and player-rank scores (Champion Data Rank) were provided by a commercial statistical provider. The physical-performance variables, skill involvements, and individual player performance scores were expressed relative to playing time for each quarter. A stepwise multiple regression was used to examine the contribution of physical activity and skill involvements to coaches' perception of performance and player rank in AF. Stepwise multiple-regression analysis revealed that 42.2% of the variance in coaches' perception of a player's performance could be explained by the skill-performance characteristics (player rank/min, effective kicks/min, pressure points/min, handballs/min, and running bounces/ min), with a small contribution from physical activity measures (accelerations/min) (adjusted R2 = .422, F6,282 = 36.054, P < .001). Multiple regression also revealed that 66.4% of the adjusted variance in player rank could be explained by total disposals/min, effective kicks/min, pressure points/min, kick clangers/min, marks/min, speed (m/min), and peak speed (adjusted R2 = .664, F7,281 = 82.289, P < .001). Increased physical activity throughout a match (speed [m/min] β - 0.097 and peak speed β - 0.116) negatively affects player rank in AF. Skill performance rather than increased physical activity is more important to coaches' perception of performance and player rank in professional AF.
Basketball Performance Is Related to Maturity and Relative Age in Elite Adolescent Players.
Torres-Unda, Jon; Zarrazquin, Idoia; Gravina, Leyre; Zubero, Jaime; Seco, Jesús; Gil, Susana M; Gil, Javier; Irazusta, Jon
2016-05-01
During a national championship, the anthropometric, physiological, and maturation characteristics of 13- to 14-year-old players of elite basketball teams and their association with sport performance were analyzed. Body parameters (weight, height, skinfold thicknesses, and lengths) were measured and physiological capacities assessed by sprint (20 m) and jump tests (i.e., countermovement jump with arm swing). Chronological age (CA) and maturity offset (years from age at peak height velocity; YAPHV) were calculated, and then predicted age at peak height velocity, as the difference between CA and YAPHV. Game performance was assessed with point averages and the performance index rating (PIR). The birth-date distribution of players was biased, those born early in the selection year outnumbering those born later. Anthropometric analysis indicated that players who performed better had longer body lengths. Physiological testing showed that semi-finalists had better sprint performance than quarter-finalists and those players with greater jump capacity scored more points. Early maturation and advanced maturity status were also associated with better PIR and scored points per game. Multiple blockwise regression analysis showed that, among the factors analyzed, YAPHV was the best predictor of basketball performance. In conclusion, around puberty, physical and physiological parameters associated with maturity and CA are important in determining the success of elite basketball players. Consequently, boys who are born in the second half of the year and/or late maturing tend to be marginalized or totally excluded, and not given the chance to play under equal conditions; their careers may then be held back by the relative disadvantage associated with inexperience.
Complex dynamics in the distribution of players’ scoring performance in Rugby Union world cups
NASA Astrophysics Data System (ADS)
Seuront, Laurent
2013-09-01
The evolution of the scoring performance of Rugby Union players is investigated over the seven rugby world cups (RWC) that took place from 1987 to 2011, and a specific attention is given to how they may have been impacted by the switch from amateurism to professionalism that occurred in 1995. The distribution of the points scored by individual players, Ps, ranked in order of performance were well described by the simplified canonical law Ps∝(, where r is the rank, and ϕ and α are the parameters of the distribution. The parameter α did not significantly change from 1987 to 2007 (α=0.92±0.03), indicating a negligible effect of professionalism on players’ scoring performance. In contrast, the parameter ϕ significantly increased from ϕ=1.32 for 1987 RWC, ϕ=2.30 for 1999 to 2003 RWC and ϕ=5.60 for 2007 RWC, suggesting a progressive decrease in the relative performance of the best players. Finally, the sharp decreases observed in both α(α=0.38) and ϕ(ϕ=0.70) in the 2011 RWC indicate a more even distribution of the performance of individuals among scorers, compared to the more heterogeneous distributions observed from 1987 to 2007, and suggest a sharp increase in the level of competition leading to an increase in the average quality of players and a decrease in the relative skills of the top players. Note that neither α nor ϕ significantly correlate with traditional performance indicators such as the number of points scored by the best players, the number of games played by the best players, the number of points scored by the team of the best players or the total number of points scored over each RWC. This indicates that the dynamics of the scoring performance of Rugby Union players is influenced by hidden processes hitherto inaccessible through standard performance metrics; this suggests that players’ scoring performance is connected to ubiquitous phenomena such as anomalous diffusion.
Motor Function in Former Professional Football Players with History of Multiple Concussions.
Tarazi, Apameh; Tator, Charles H; Wennberg, Richard; Ebraheem, Ahmed; Green, Robin E A; Collela, Brenda; Saverino, Christina; Khodadadi, Mozghan; Misquitta, Karen; Tartaglia, Maria Carmela
2018-04-15
The objective of this study was to assess the incidence of motor impairment in former professional Canadian Football League (ex-CFL) players with multiple concussions. We investigated motor symptoms and signs in 45 ex-CFL players with multiple concussions and 25 age- and education-matched healthy controls with no history of concussion. Neurological assessment included items from the SCAT3 (Sport Concussion Assessment Tool 3) and the Unified Parkinson's Disease Rating Scale part III (UPDRS-Part III). A performance-based measurement of manual motor function was undertaken using the Grooved Pegboard test. Cognition was measured with patient-reported outcomes for memory, executive and behavioral symptoms as well as performance-based measures of memory and executive function. Symptoms of anxiety and depression were measured using the Personality Assessment Inventory. There was no significant difference between the ex-CFL players and controls on the UPDRS-Part III scores, and neither group reported clinically significant motor complaints. Ex-CFL players did not perform differently from control subjects on the Grooved Pegboard test. In contrast, with regard to cognitive and mood testing, players were more symptomatic: The ex-CFL players reported significantly more memory (77.8% vs. 16%, respectively, p < 0.001), executive (53.3% vs. 8%, respectively, p < 0.001), and behavioral symptoms (66.7% vs. 20%, respectively, p < 0.001). No significant differences were found when comparing ex-CFL players and controls in performance on memory and executive tests. In summary, in a group of retired CFL players who self-reported declines in memory, executive and behavioral symptoms, no motor symptoms were reported and no motor signs were detected.
From MMORPG to a Classroom Multiplayer Presential Role Playing Game
ERIC Educational Resources Information Center
Susaeta, Heinz; Jimenez, Felipe; Nussbaum, Miguel; Gajardo, Ignacio; Andreu, Juan Jose; Villalta, Marco
2010-01-01
The popularity of massively multiplayer online role-playing games (MMORPGs) has grown enormously, with communities of players reaching into the millions. Their fantasy narratives present multiple challenges created by the virtual environment and/or other players. The games' potential for education stems from the fact that players are immersed in a…
Talent identification in youth soccer.
Unnithan, Viswanath; White, Jordan; Georgiou, Andreas; Iga, John; Drust, Barry
2012-01-01
The purpose of this review article was firstly to evaluate the traditional approach to talent identification in youth soccer and secondly present pilot data on a more holistic method for talent identification. Research evidence exists to suggest that talent identification mechanisms that are predicated upon the physical (anthropometric) attributes of the early maturing individual only serve to identify current performance levels. Greater body mass and stature have both been related to faster ball shooting speed and vertical jump capacity respectively in elite youth soccer players. This approach, however, may prematurely exclude those late maturing individuals. Multiple physiological measures have also been used in an effort to determine key predictors of performance; with agility and sprint times, being identified as variables that could discriminate between elite and sub-elite groups of adolescent soccer players. Successful soccer performance is the product of multiple systems interacting with one another. Consequently, a more holistic approach to talent identification should be considered. Recent work, with elite youth soccer players, has considered whether multiple small-sided games could act as a talent identification tool in this population. The results demonstrated that there was a moderate agreement between the more technically gifted soccer player and success during multiple small-sided games.
Dezman, B; Trninić, S; Dizdar, D
2001-06-01
The purpose of the research was to empirically verify the expert model system designed for more efficient orientation of basketball players to particular positions and /or roles in the game (specialization). Participants were 60 randomly chosen male basketball players (12 players per each position) from the 12 Croatian 1st league teams in season 1998/99. Data were gathered from 10 basketball coaches who estimated overall performance (actual quality) of players on defense (7 variables) and on offense (12 variables). Variables were established by Trninić, Perica and Dizdar. A measure of body height was added to the aforementioned group of variables. The results obtained suggest that the proposed decision-making system can be used as an auxiliary instrument in orienting players to the positions and roles in the game. It has been established that the players have attained the highest grades of overall performance exactly at their primary playing positions in the game. The largest differences were determined between point guards (position 1) and centers (position 5). The greatest difficulties have occurred in determining optimal position for small forwards (position 3), then for shooting guards (position 2) and, last, for power forwards (position 4), because all these basketball players are the most versatile ones. Therefore, reliability of the system is the lowest when it is applied for selecting and orientating players to these positions. Convenient body height significantly contributes to aptitude of these players to play multiple positions and to assume multiple roles in the game. This research has reinforced the thesis that body height is a variable with the greatest influence on orientation of players to particular positions and roles in the game.
World cup soccer players tend to be born with sun and moon in adjacent zodiacal signs
Verhulst, J
2000-01-01
The ecliptic elongation of the moon with respect to the sun does not show uniform distribution on the birth dates of the 704 soccer players selected for the 1998 World Cup. However, a uniform distribution is expected on astronomical grounds. The World Cup players show a very pronounced tendency (p = 0.00001) to be born on days when the sun and moon are in adjacent zodiacal signs. Key Words: soccer; World Cup; astrology; moon PMID:11131239
Kovalchik, Stephanie A; Reid, Machar
2017-12-01
Differences in the competitive performance characteristics of junior and professional tennis players are not well understood. The present study provides a comprehensive comparative analysis of junior and professional matchplay. The study utilized multiple large-scale datasets covering match, point, and shot outcomes over multiple years of competition. Regression analysis was used to identify differences between junior and professional matchplay. Top professional men and women were found to play significantly more matches, sets, and games compared to junior players of an equivalent ranking. Professional players had a greater serve advantage, men winning 4 and women winning 2 additional percentage points on serve compared to juniors. Clutch ability in break point conversion was 6 to 8 percentage points greater for junior players. In general, shots were more powerful and more accurate at the professional level with the largest differences observed for male players on serve. Serving to the center of the court was more than two times more common for junior players on first serve. While male professionals performed 50% more total work in a Grand Slam match than juniors, junior girls performed 50% more work than professional women. Understanding how competitiveness, play demands, and the physical characteristics of shots differ between junior and professional tennis players can help set realistic expectations and developmentally appropriate training for transitioning players.
Chen, Wei-Han; Wu, Huey-June; Lo, Shin-Liang; Chen, Hui; Yang, Wen-Wen; Huang, Chen-Fu; Liu, Chiang
2018-05-28
Chen, WH, Wu, HJ, Lo, SL, Chen, H, Yang, WW, Huang, CF, and Liu, C. Eight-week battle rope training improves multiple physical fitness dimensions and shooting accuracy in collegiate basketball players. J Strength Cond Res XX(X): 000-000, 2018-Basketball players must possess optimally developed physical fitness in multiple dimensions and shooting accuracy. This study investigated whether (battle rope [BR]) training enhances multiple physical fitness dimensions, including aerobic capacity (AC), upper-body anaerobic power (AnP), upper-body and lower-body power, agility, and core muscle endurance, and shooting accuracy in basketball players and compared its effects with those of regular training (shuttle run [SR]). Thirty male collegiate basketball players were randomly assigned to the BR or SR groups (n = 15 per group). Both groups received 8-week interval training for 3 sessions per week; the protocol consisted of the same number of sets, exercise time, and rest interval time. The BR group exhibited significant improvements in AC (Progressive Aerobic Cardiovascular Endurance Run laps: 17.6%), upper-body AnP (mean power: 7.3%), upper-body power (basketball chest pass speed: 4.8%), lower-body power (jump height: 2.6%), core muscle endurance (flexion: 37.0%, extension: 22.8%, and right side bridge: 23.0%), and shooting accuracy (free throw: 14.0% and dynamic shooting: 36.2%). However, the SR group exhibited improvements in only AC (12.0%) and upper-body power (3.8%) (p < 0.05). The BR group demonstrated larger pre-post improvements in upper-body AnP (fatigue index) and dynamic shooting accuracy than the SR group did (p < 0.05). The BR group showed higher post-training performance in upper-body AnP (mean power and fatigue index) than the SR group did (p < 0.05). Thus, BR training effectively improves multiple physical fitness dimensions and shooting accuracy in collegiate basketball players.
Interevent time distributions of human multi-level activity in a virtual world
NASA Astrophysics Data System (ADS)
Mryglod, O.; Fuchs, B.; Szell, M.; Holovatch, Yu.; Thurner, S.
2015-02-01
Studying human behavior in virtual environments provides extraordinary opportunities for a quantitative analysis of social phenomena with levels of accuracy that approach those of the natural sciences. In this paper we use records of player activities in the massive multiplayer online game Pardus over 1238 consecutive days, and analyze dynamical features of sequences of actions of players. We build on previous work where temporal structures of human actions of the same type were quantified, and provide an empirical understanding of human actions of different types. This study of multi-level human activity can be seen as a dynamic counterpart of static multiplex network analysis. We show that the interevent time distributions of actions in the Pardus universe follow highly non-trivial distribution functions, from which we extract action-type specific characteristic 'decay constants'. We discuss characteristic features of interevent time distributions, including periodic patterns on different time scales, bursty dynamics, and various functional forms on different time scales. We comment on gender differences of players in emotional actions, and find that while males and females act similarly when performing some positive actions, females are slightly faster for negative actions. We also observe effects on the age of players: more experienced players are generally faster in making decisions about engaging in and terminating enmity and friendship, respectively.
Brooks, Brian L; Mannix, Rebekah; Maxwell, Bruce; Zafonte, Ross; Berkner, Paul D; Iverson, Grant L
2016-12-01
There is increasing concern about the possible long-term effects of multiple concussions, particularly on the developing adolescent brain. Whether the effect of multiple concussions is detectable in high school football players has not been well studied, although the public health implications are great in this population. To determine if there are measureable differences in cognitive functioning or symptom reporting in high school football players with a history of multiple concussions. Cross-sectional study; Level of evidence, 3. Participants included 5232 male adolescent football players (mean [±SD] age, 15.5 ± 1.2 years) who completed baseline testing between 2009 and 2014. On the basis of injury history, athletes were grouped into 0 (n = 4183), 1 (n = 733), 2 (n = 216), 3 (n = 67), or ≥4 (n = 33) prior concussions. Cognitive functioning was measured by the Immediate Post-Concussion Assessment and Cognitive Testing (ImPACT) battery, and symptom ratings were obtained from the Post-Concussion Symptom Scale. There were no statistically significant differences between groups (based on the number of reported concussions) regarding cognitive functioning. Athletes with ≥3 prior concussions reported more symptoms than did athletes with 0 or 1 prior injury. In multivariate analyses, concussion history was independently related to symptom reporting but less so than developmental problems (eg, attention or learning problems) or other health problems (eg, past treatment for psychiatric problems, headaches, or migraines). In the largest study to date, high school football players with multiple past concussions performed the same on cognitive testing as those with no prior concussions. Concussion history was one of several factors that were independently related to symptom reporting. © 2016 The Author(s).
Multiple Past Concussions in High School Football Players
Brooks, Brian L.; Mannix, Rebekah; Maxwell, Bruce; Zafonte, Ross; Berkner, Paul D.; Iverson, Grant L.
2017-01-01
Background There is increasing concern about the possible long-term effects of multiple concussions, particularly on the developing adolescent brain. Whether the effect of multiple concussions is detectable in high school football players has not been well studied, although the public health implications are great in this population. Purpose To determine if there are measureable differences in cognitive functioning or symptom reporting in high school football players with a history of multiple concussions. Study Design Cross-sectional study; Level of evidence, 3. Methods Participants included 5232 male adolescent football players (mean [±SD] age, 15.5 ± 1.2 years) who completed baseline testing between 2009 and 2014. On the basis of injury history, athletes were grouped into 0 (n = 4183), 1 (n = 733), 2 (n = 216), 3 (n = 67), or ≥4 (n = 33) prior concussions. Cognitive functioning was measured by the Immediate Post-Concussion Assessment and Cognitive Testing (ImPACT) battery, and symptom ratings were obtained from the Post-Concussion Symptom Scale. Results There were no statistically significant differences between groups (based on the number of reported concussions) regarding cognitive functioning. Athletes with ≥3 prior concussions reported more symptoms than did athletes with 0 or 1 prior injury. In multivariate analyses, concussion history was independently related to symptom reporting but less so than developmental problems (eg, attention or learning problems) or other health problems (eg, past treatment for psychiatric problems, headaches, or migraines). Conclusion In the largest study to date, high school football players with multiple past concussions performed the same on cognitive testing as those with no prior concussions. Concussion history was one of several factors that were independently related to symptom reporting. PMID:27474382
Relative age effect and performance in the U16, U18 and U20 European Basketball Championships.
Arrieta, Haritz; Torres-Unda, Jon; Gil, Susana María; Irazusta, Jon
2016-08-01
This study sought to determine the association of relative age and performance of young elite basketball players. The distribution of the birth dates, heights, positions, classification and performance of the male and female participants (n = 2395) of the U16, U18 and U20 European Basketball Championships were analysed. We found an over-representation of players born during the initial months of the year in all groups, with the relative age effect being more evident in players of the U16 and U18 groups, than of the U20 teams, particularly in male squads. Nevertheless, in the U20 championships, those teams that had the oldest players performed the best. In all championships, the oldest participants played more minutes. In addition, relatively older male players scored better in total points and in performance index rating when results were normalised to played time. This effect was not found for female players. Regarding playing position, different distributions of birth dates were observed due to each position's physical requirements. Thus, basketball coaches and managers should keep these results in mind when they select players because if not, they might subject players who are born towards the end of the year to a negative selection bias.
Stochastic stability in three-player games.
Kamiński, Dominik; Miekisz, Jacek; Zaborowski, Marcin
2005-11-01
Animal behavior and evolution can often be described by game-theoretic models. Although in many situations the number of players is very large, their strategic interactions are usually decomposed into a sum of two-player games. Only recently were evolutionarily stable strategies defined for multi-player games and their properties analyzed [Broom, M., Cannings, C., Vickers, G.T., 1997. Multi-player matrix games. Bull. Math. Biol. 59, 931-952]. Here we study the long-run behavior of stochastic dynamics of populations of randomly matched individuals playing symmetric three-player games. We analyze the stochastic stability of equilibria in games with multiple evolutionarily stable strategies. We also show that, in some games, a population may not evolve in the long run to an evolutionarily stable equilibrium.
Behavioral and Network Origins of Wealth Inequality: Insights from a Virtual World
Fuchs, Benedikt; Thurner, Stefan
2014-01-01
Almost universally, wealth is not distributed uniformly within societies or economies. Even though wealth data have been collected in various forms for centuries, the origins for the observed wealth-disparity and social inequality are not yet fully understood. Especially the impact and connections of human behavior on wealth could so far not be inferred from data. Here we study wealth data from the virtual economy of the massive multiplayer online game (MMOG) Pardus. This data not only contains every player's wealth at every point in time, but also all actions over a timespan of almost a decade. We find that wealth distributions in the virtual world are very similar to those in Western countries. In particular we find an approximate exponential distribution for low wealth levels and a power-law tail for high levels. The Gini index is found to be , which is close to the indices of many Western countries. We find that wealth-increase rates depend on the time when players entered the game. Players that entered the game early on tend to have remarkably higher wealth-increase rates than those who joined later. Studying the players' positions within their social networks, we find that the local position in the trade network is most relevant for wealth. Wealthy people have high in- and out-degrees in the trade network, relatively low nearest-neighbor degrees, and low clustering coefficients. Wealthy players have many mutual friendships and are socially well respected by others, but spend more time on business than on socializing. Wealthy players have few personal enemies, but show animosity towards players that behave as public enemies. We find that players that are not organized within social groups are significantly poorer on average. We observe that “political” status and wealth go hand in hand. PMID:25153072
The relative age effect in soccer: a match-related perspective.
Vaeyens, Roel; Philippaerts, Renaat M; Malina, Robert M
2005-07-01
Asymmetries in the distributions of birth dates in senior professional and youth soccer players have been interpreted as evidence for systematic discrimination against individuals born shortly before the cut-off date in assigning youth to specific age groups. This concept is known as the "relative age effect". The results of a longitudinal study of birth date distritubions of 2757 semi-professional and amateur senior soccer players in Belgium are presented. Records for competitive games were available in official statistics provided by the Royal Belgian Football Association. The chi-square statistic was used to examine differences between observed and expected birth date distributions. Regression analyses indicated a shift of bias when two different start dates were compared. Players born in the early part of the new age band (January to March) were over-represented compared with players born late in the new selection period (October to December). However, players with birthdays at the start of the old selection year (August) were still represented. In a retrospective analysis of 2138 players, variables indicative of match involvement, number of selections for matches, and time played were examined in relation to the relative age effect. The group of semi-professional and amateur senior soccer players born in the first quarter of the selected age band received more playing opportunities. Comparisons of birth date distributions (traditional approach to relative age effect) with match-related variables gave similar, though not entirely consistent, results. However, there were no differences for the mean number of selections and for playing minutes between players born at the start or the end of the selection year. Our findings suggest that match-based variables may provide a more reliable indication of the relative age effect in soccer.
Behavioral and network origins of wealth inequality: insights from a virtual world.
Fuchs, Benedikt; Thurner, Stefan
2014-01-01
Almost universally, wealth is not distributed uniformly within societies or economies. Even though wealth data have been collected in various forms for centuries, the origins for the observed wealth-disparity and social inequality are not yet fully understood. Especially the impact and connections of human behavior on wealth could so far not be inferred from data. Here we study wealth data from the virtual economy of the massive multiplayer online game (MMOG) Pardus. This data not only contains every player's wealth at every point in time, but also all actions over a timespan of almost a decade. We find that wealth distributions in the virtual world are very similar to those in Western countries. In particular we find an approximate exponential distribution for low wealth levels and a power-law tail for high levels. The Gini index is found to be g = 0.65, which is close to the indices of many Western countries. We find that wealth-increase rates depend on the time when players entered the game. Players that entered the game early on tend to have remarkably higher wealth-increase rates than those who joined later. Studying the players' positions within their social networks, we find that the local position in the trade network is most relevant for wealth. Wealthy people have high in- and out-degrees in the trade network, relatively low nearest-neighbor degrees, and low clustering coefficients. Wealthy players have many mutual friendships and are socially well respected by others, but spend more time on business than on socializing. Wealthy players have few personal enemies, but show animosity towards players that behave as public enemies. We find that players that are not organized within social groups are significantly poorer on average. We observe that "political" status and wealth go hand in hand.
Examining Theories of Distributive Justice with an Asymmetric Public Goods Game
ERIC Educational Resources Information Center
Schmidt, Stephen J.
2015-01-01
In this article, the author presents an asymmetric version of the familiar public goods classroom experiment, in which some players are given more tokens to invest than others, and players collectively decide whether to divide the return to the group investment asymmetrically as well. The asymmetry between players raises normative issues about…
Distributed Control by Lagrangian Steepest Descent
NASA Technical Reports Server (NTRS)
Wolpert, David H.; Bieniawski, Stefan
2004-01-01
Often adaptive, distributed control can be viewed as an iterated game between independent players. The coupling between the players mixed strategies, arising as the system evolves from one instant to the next, is determined by the system designer. Information theory tells us that the most likely joint strategy of the players, given a value of the expectation of the overall control objective function, is the minimizer of a function o the joint strategy. So the goal of the system designer is to speed evolution of the joint strategy to that Lagrangian mhimbhgpoint,lowerthe expectated value of the control objective function, and repeat Here we elaborate the theory of algorithms that do this using local descent procedures, and that thereby achieve efficient, adaptive, distributed control.
King, Doug; Hume, Patria; Gissane, Conor; Clark, Trevor
2017-01-01
OBJECTIVE The aim of this study was to investigate the frequency, magnitude, and distribution of head impacts sustained by players in a junior rugby league over a season of matches. METHODS The authors performed a prospective cohort analysis of impact magnitude, frequency, and distribution on data collected with instrumented XPatches worn behind the ear of players in an "under-11" junior rugby league team (players under 11 years old). RESULTS A total of 1977 impacts were recorded. Over the course of the study, players sustained an average of 116 impacts (average of 13 impacts per player per match). The measured linear acceleration ranged from 10g to 123g (mean 22g, median 16g, and 95th percentile 57g). The rotational acceleration ranged from 89 rad/sec 2 to 22,928 rad/sec 2 (mean 4041 rad/sec 2 , median 2773 rad/sec 2 , and 95th percentile 11,384 rad/sec 2 ). CONCLUSIONS The level of impact severity based on the magnitude of impacts for linear and rotational accelerations recorded was similar to the impacts reported in studies of American junior and high school football, collegiate football, and youth ice hockey players, but the players in the rugby league cohort were younger, had less body mass, and played at a slower speed than the American players. Junior rugby league players are required to tackle the player to the ground and use a different tackle technique than that used in American football, likely increasing the rotational accelerations recorded at the head.
Evaluating and treating neurobehavioral symptoms in professional American football players
Possin, Katherine L.; Hess, Christopher P.; Huang, Eric J.; Grinberg, Lea T.; Nolan, Amber L.; Cohn-Sheehy, Brendan I.; Ghosh, Pia M.; Lanata, Serggio; Merrilees, Jennifer; Kramer, Joel H.; Berger, Mitchel S.; Miller, Bruce L.; Yaffe, Kristine; Rabinovici, Gil D.
2015-01-01
Summary In the aftermath of multiple high-profile cases of chronic traumatic encephalopathy (CTE) in professional American football players, physicians in clinical practice are likely to face an increasing number of retired football players seeking evaluation for chronic neurobehavioral symptoms. Guidelines for the evaluation and treatment of these patients are sparse. Clinical criteria for a diagnosis of CTE are under development. The contribution of CTE vs other neuropathologies to neurobehavioral symptoms in these players remains unclear. Here we describe the experience of our academic memory clinic in evaluating and treating a series of 14 self-referred symptomatic players. Our aim is to raise awareness in the neurology community regarding the different clinical phenotypes, idiosyncratic but potentially treatable symptoms, and the spectrum of underlying neuropathologies in these players. PMID:26336629
Hazrati, Lili-Naz; Tartaglia, Maria C; Diamandis, Phedias; Davis, Karen D; Green, Robin E; Wennberg, Richard; Wong, Janice C; Ezerins, Leo; Tator, Charles H
2013-01-01
Chronic traumatic encephalopathy (CTE) is the term coined for the neurodegenerative disease often suspected in athletes with histories of repeated concussion and progressive dementia. Histologically, CTE is defined as a tauopathy with a distribution of tau-positive neurofibrillary tangles (NFTs) that is distinct from other tauopathies, and usually shows an absence of beta-amyloid deposits, in contrast to Alzheimer's disease (AD). Although the connection between repeated concussions and CTE-type neurodegeneration has been recently proposed, this causal relationship has not yet been firmly established. Also, the prevalence of CTE among athletes with multiple concussions is unknown. We performed a consecutive case series brain autopsy study on six retired professional football players from the Canadian Football League (CFL) with histories of multiple concussions and significant neurological decline. All participants had progressive neurocognitive decline prior to death; however, only 3 cases had post-mortem neuropathological findings consistent with CTE. The other 3 participants had pathological diagnoses of AD, amyotrophic lateral sclerosis (ALS), and Parkinson's disease (PD). Moreover, the CTE cases showed co-morbid pathology of cancer, vascular disease, and AD. Our case studies highlight that not all athletes with history of repeated concussions and neurological symptomology present neuropathological changes of CTE. These preliminary findings support the need for further research into the link between concussion and CTE as well as the need to expand the research to other possible causes of taupathy in athletes. They point to a critical need for prospective studies with good sampling methods to allow us to understand the relationship between multiple concussions and the development of CTE.
The relative age effect in a professional football club setting.
Mujika, Iñigo; Vaeyens, Roel; Matthys, Stijn P J; Santisteban, Juanma; Goiriena, Juan; Philippaerts, Renaat
2009-09-01
The relative age effect is an uneven distribution of birth date favouring subjects born in the initial months of a selection year. This study compared the birth-date distributions between several subgroups of Basque football players to identify whether the relative age effect is influenced by age and/or skill level. The study comprised 13,519 players including 114 senior professionals from the Spanish league's AC Bilbao over 21 seasons; over the season 2005-2006, it comprised elite youth (n=189) from the same club's academy; regional youth (n=4382) U11-U14 locally federated players; school youth (n=8834) U10-U11 locally registered school district players. Differences between the observed and expected birth-date distributions were tested based on data from the general Basque male population. Significant chi-square values were followed up by calculating odds ratios and 95% confidence intervals (CI) for the quartile and half-year distributions to examine subgroup differences in the relative age effect. Birth-date distributions of all groups of players showed a significant bias towards early birth in the selection year compared with the reference population (senior, chi-2(3) = 24.4, P < 0.001; elite youth, chi-2(3) = 59.1, P < 0.001; regional youth, chi-2(3) = 41.4, P < 0.001; school youth, chi-2(3) = 40.9, P < 0.001). Between-group comparison revealed that the relative age effect incidence progressively increased with a higher level of involvement in youth football. This bias represents a significant loss of potential youth football talent.
The agencies method for coalition formation in experimental games
Nash, John F.; Nagel, Rosemarie; Ockenfels, Axel; Selten, Reinhard
2012-01-01
In society, power is often transferred to another person or group. A previous work studied the evolution of cooperation among robot players through a coalition formation game with a non-cooperative procedure of acceptance of an agency of another player. Motivated by this previous work, we conduct a laboratory experiment on finitely repeated three-person coalition formation games. Human players with different strength according to the coalition payoffs can accept a transfer of power to another player, the agent, who then distributes the coalition payoffs. We find that the agencies method for coalition formation is quite successful in promoting efficiency. However, the agent faces a tension between short-term incentives of not equally distributing the coalition payoff and the long-term concern to keep cooperation going. In a given round, the strong player in our experiment often resolves this tension approximately in line with the Shapley value and the nucleolus. Yet aggregated over all rounds, the payoff differences between players are rather small, and the equal division of payoffs predicts about 80% of all groups best. One reason is that the voting procedure appears to induce a balance of power, independent of the individual player's strength: Selfish subjects tend to be voted out of their agency and are further disciplined by reciprocal behaviors. PMID:23175792
The agencies method for coalition formation in experimental games.
Nash, John F; Nagel, Rosemarie; Ockenfels, Axel; Selten, Reinhard
2012-12-11
In society, power is often transferred to another person or group. A previous work studied the evolution of cooperation among robot players through a coalition formation game with a non-cooperative procedure of acceptance of an agency of another player. Motivated by this previous work, we conduct a laboratory experiment on finitely repeated three-person coalition formation games. Human players with different strength according to the coalition payoffs can accept a transfer of power to another player, the agent, who then distributes the coalition payoffs. We find that the agencies method for coalition formation is quite successful in promoting efficiency. However, the agent faces a tension between short-term incentives of not equally distributing the coalition payoff and the long-term concern to keep cooperation going. In a given round, the strong player in our experiment often resolves this tension approximately in line with the Shapley value and the nucleolus. Yet aggregated over all rounds, the payoff differences between players are rather small, and the equal division of payoffs predicts about 80% of all groups best. One reason is that the voting procedure appears to induce a balance of power, independent of the individual player's strength: Selfish subjects tend to be voted out of their agency and are further disciplined by reciprocal behaviors.
Head Impact Exposure in Junior and Adult Australian Football Players
King, Doug; Dempsey, Alasdair; Murphy, Myles
2018-01-01
This study measured and compared the frequency, magnitude, and distribution of head impacts sustained by junior and adult Australian football players, respectively, and between player positions over a season of games. Twelve junior and twelve adult players were tracked using a skin-mounted impact sensor. Head impact exposure, including frequency, magnitude, and location of impacts, was quantified using previously established methods. Over the collection period, there were no significant differences in the impact frequency between junior and adult players. However, there was a significant increase in the frequency of head impacts for midfielders in both grades once we accounted for player position. A comparable amount of head impacts in both junior and adult players has implications for Australian football regarding player safety and medical coverage as younger players sustained similar impact levels as adult players. The other implication of a higher impact profile within midfielders is that, by targeting education and prevention strategies, a decrease in the incidence of sports-related concussion may result. PMID:29805979
Maximum Power Game as a Physical and Social Extension of Classical Games
NASA Astrophysics Data System (ADS)
Kim, Pilwon
2017-03-01
We consider an electric circuit in which the players participate as resistors and adjust their resistance in pursuit of individual maximum power. The maximum power game(MPG) becomes very complicated in a circuit which is indecomposable into serial/parallel components, yielding a nontrivial power distribution at equilibrium. Depending on the circuit topology, MPG covers a wide range of phenomena: from a social dilemma in which the whole group loses to a well-coordinated situation in which the individual pursuit of power promotes the collective outcomes. We also investigate a situation where each player in the circuit has an intrinsic heat waste. Interestingly, it is this individual inefficiency which can keep them from the collective failure in power generation. When coping with an efficient opponent with small intrinsic resistance, a rather inefficient player gets more power than efficient one. A circuit with multiple voltage inputs forms the network-based maximum power game. One of our major interests is to figure out, in what kind of the networks the pursuit for private power leads to greater total power. It turns out that the circuits with the scale-free structure is one of the good candidates which generates as much power as close to the possible maximum total.
FMRQ-A Multiagent Reinforcement Learning Algorithm for Fully Cooperative Tasks.
Zhang, Zhen; Zhao, Dongbin; Gao, Junwei; Wang, Dongqing; Dai, Yujie
2017-06-01
In this paper, we propose a multiagent reinforcement learning algorithm dealing with fully cooperative tasks. The algorithm is called frequency of the maximum reward Q-learning (FMRQ). FMRQ aims to achieve one of the optimal Nash equilibria so as to optimize the performance index in multiagent systems. The frequency of obtaining the highest global immediate reward instead of immediate reward is used as the reinforcement signal. With FMRQ each agent does not need the observation of the other agents' actions and only shares its state and reward at each step. We validate FMRQ through case studies of repeated games: four cases of two-player two-action and one case of three-player two-action. It is demonstrated that FMRQ can converge to one of the optimal Nash equilibria in these cases. Moreover, comparison experiments on tasks with multiple states and finite steps are conducted. One is box-pushing and the other one is distributed sensor network problem. Experimental results show that the proposed algorithm outperforms others with higher performance.
ERIC Educational Resources Information Center
Mechling, Linda C.; Gast, David L.; Fields, Elizabeth A.
2008-01-01
This study evaluated the effectiveness of a portable DVD player plus the system of least prompts (SLP) for DVD player use as a self-prompting device to teach cooking tasks to three young adults with moderate intellectual disabilities. A multiple probe design across three cooking tasks and replicated across three students was used to evaluate the…
Study on the Application of TOPSIS Method to the Introduction of Foreign Players in CBA Games
NASA Astrophysics Data System (ADS)
Zhongyou, Xing
The TOPSIS method is a multiple attribute decision-making method. This paper introduces the current situation of the introduction of foreign players in CBA games, presents the principles and calculation steps of TOPSIS method in detail, and applies it to the quantitative evaluation of the comprehensively competitive ability during the introduction of foreign players. Through the analysis of practical application, we found that the TOPSIS method has relatively high rationality and applicability when it is used to evaluate the comprehensively competitive ability during the introduction of foreign players.
Kovalchik, Stephanie A.; Reid, Machar
2017-01-01
Differences in the competitive performance characteristics of junior and professional tennis players are not well understood. The present study provides a comprehensive comparative analysis of junior and professional matchplay. The study utilized multiple large-scale datasets covering match, point, and shot outcomes over multiple years of competition. Regression analysis was used to identify differences between junior and professional matchplay. Top professional men and women were found to play significantly more matches, sets, and games compared to junior players of an equivalent ranking. Professional players had a greater serve advantage, men winning 4 and women winning 2 additional percentage points on serve compared to juniors. Clutch ability in break point conversion was 6 to 8 percentage points greater for junior players. In general, shots were more powerful and more accurate at the professional level with the largest differences observed for male players on serve. Serving to the center of the court was more than two times more common for junior players on first serve. While male professionals performed 50% more total work in a Grand Slam match than juniors, junior girls performed 50% more work than professional women. Understanding how competitiveness, play demands, and the physical characteristics of shots differ between junior and professional tennis players can help set realistic expectations and developmentally appropriate training for transitioning players. Key points Junior players transitioning to professional level, must adapt to a field of a deeper and higher-quality athletes Junior players rise in the professional ranks, they can expect to compete in more events, matches, sets and games throughout the year The margins differentiating winners and losers of matches at the professional level are significantly narrower than at the junior level Some of the largest differences between junior and professional tennis are in its physical demands PMID:29238248
Xing, Junliang; Ai, Haizhou; Liu, Liwei; Lao, Shihong
2011-06-01
Multiple object tracking (MOT) is a very challenging task yet of fundamental importance for many practical applications. In this paper, we focus on the problem of tracking multiple players in sports video which is even more difficult due to the abrupt movements of players and their complex interactions. To handle the difficulties in this problem, we present a new MOT algorithm which contributes both in the observation modeling level and in the tracking strategy level. For the observation modeling, we develop a progressive observation modeling process that is able to provide strong tracking observations and greatly facilitate the tracking task. For the tracking strategy, we propose a dual-mode two-way Bayesian inference approach which dynamically switches between an offline general model and an online dedicated model to deal with single isolated object tracking and multiple occluded object tracking integrally by forward filtering and backward smoothing. Extensive experiments on different kinds of sports videos, including football, basketball, as well as hockey, demonstrate the effectiveness and efficiency of the proposed method.
Krzepota, Justyna; Stępiński, Miłosz; Zwierko, Teresa
2016-12-01
Experienced and less experienced soccer players were compared in terms of their gaze behavior (number of fixations, fixation duration, number of fixation regions, and distribution of fixations across specific regions) during frontal 1 vs. 1 defensive situations. Twenty-four men (eight experienced soccer players, eight less experienced players and eight non-players) watched 20 video clips. Gaze behavior was registered with an Eye Tracking System. The video scenes were analyzed frame-by-frame. Significant main effect of the group (experience) was observed for the number of fixation regions. Experienced soccer players had a lower number of fixation regions than the non-soccer players. Moreover, the former group presented with significantly larger percentage of fixations in the ball/foot region. These findings suggest that experienced players may use a more efficient search strategy than novices, involving fixation on a lesser number of areas in specific locations. © The Author(s) 2016.
NASA Technical Reports Server (NTRS)
Wolpert, David H.
2005-01-01
Probability theory governs the outcome of a game; there is a distribution over mixed strat.'s, not a single "equilibrium". To predict a single mixed strategy must use our loss function (external to the game's players. Provides a quantification of any strategy's rationality. Prove rationality falls as cost of computation rises (for players who have not previously interacted). All extends to games with varying numbers of players.
NASA Astrophysics Data System (ADS)
Mantas, Vasco M.; Pereira, A. J. S. C.; Liu, Zhong
2013-12-01
A project was devised to develop a set of freely available applications and web services that can (1) simplify access from Mobile Devices to TOVAS data and (2) support the development of new datasets through data repackaging and mash-up. The bottom-up approach enables the multiplication of new services, often of limited direct interest to the organizations that produces the original, global datasets, but significant to small, local users. Through this multiplication of services, the development cost is transferred to the intermediate or end users and the entire process is made more efficient, even allowing new players to use the data in innovative ways.
PKC Epsilon: A Novel Oncogenic Player in Prostate Cancer
2015-11-01
control laboratory diet . Group 2 mice were fed with rofecoxib diet . Protein expression of (A) Akt, phospho-Akt, mTOR, phospho-mTOR, (B) Stat3 and...DISTRIBUTION / AVAILABILITY STATEMENT Approved for Public Release; Distribution Unlimited 13. SUPPLEMENTARY NOTES 14. ABSTRACT Protein kinase C epsilon (PKC...mechanisms orchestrating prostate cancer development and progression. Studies have recognized protein kinase C (PKC) isozymes as eminent players of cancer
Oyama, Sakiko; Hibberd, Elizabeth E; Myers, Joseph B
2017-07-01
Shoulder and elbow injuries are commonplace in high school baseball. Although altered shoulder range of motion (ROM) and humeral retrotorsion angles have been associated with injuries, the efficacy of preseason screening of these characteristics remains controversial. We conducted preseason screenings for shoulder internal and external rotation ROM and humeral retrotorsion on 832 high school baseball players and tracked their exposure and incidence on throwing-related shoulder and elbow injuries during a subsequent season. Poisson regression with robust error variance was used to determine whether preseason screening could identify injury risk in baseball players and whether the injury risk was higher for pitchers compared with players who do not pitch. Shoulder rotation ROM or humeral retrotorsion at preseason did not predict the risk of throwing-related upper extremity injury (P = .15-.89). Injury risk was 3.84 higher for baseball players who pitched compared with those who did not (95% confidence interval, 1.72-8.56; P = .001). Preseason measures of shoulder ROM and humeral retrotorsion may not be effective in identifying players who are at increased injury risk. Because shoulder ROM is a measure that fluctuates under a variety of influences, future study should investigate whether taking multiple measurements during a season can identify at-risk players. The usefulness of preseason screening may also depend on rigor of participation in sports. Future studies should investigate how preseason shoulder characteristics and participation factors (ie, pitch count and frequency, competitive level, pitching in multiple leagues) interact to predict injury risk in baseball players. Copyright © 2017 Journal of Shoulder and Elbow Surgery Board of Trustees. Published by Elsevier Inc. All rights reserved.
Position Affects Performance in Multiple-Object Tracking in Rugby Union Players
Martín, Andrés; Sfer, Ana M.; D'Urso Villar, Marcela A.; Barraza, José F.
2017-01-01
We report an experiment that examines the performance of rugby union players and a control group composed of graduate student with no sport experience, in a multiple-object tracking task. It compares the ability of 86 high level rugby union players grouped as Backs and Forwards and the control group, to track a subset of randomly moving targets amongst the same number of distractors. Several difficulties were included in the experimental design in order to evaluate possible interactions between the relevant variables. Results show that the performance of the Backs is better than that of the other groups, but the occurrence of interactions precludes an isolated groups analysis. We interpret the results within the framework of visual attention and discuss both, the implications of our results and the practical consequences. PMID:28951725
Distributed decision making in action: diagnostic imaging investigations within the bigger picture.
Makanjee, Chandra R; Bergh, Anne-Marie; Hoffmann, Willem A
2018-03-01
Decision making in the health care system - specifically with regard to diagnostic imaging investigations - occurs at multiple levels. Professional role players from various backgrounds are involved in making these decisions, from the point of referral to the outcomes of the imaging investigation. The aim of this study was to map the decision-making processes and pathways involved when patients are referred for diagnostic imaging investigations and to explore distributed decision-making events at the points of contact with patients within a health care system. A two-phased qualitative study was conducted in an academic public health complex with the district hospital as entry point. The first phase included case studies of 24 conveniently selected patients, and the second phase involved 12 focus group interviews with health care providers. Data analysis was based on Rapley's interpretation of decision making as being distributed across time, situations and actions, and including different role players and technologies. Clinical decisions incorporating imaging investigations are distributed across the three vital points of contact or decision-making events, namely the initial patient consultation, the diagnostic imaging investigation and the post-investigation consultation. Each of these decision-making events is made up of a sequence of discrete decision-making moments based on the transfer of retrospective, current and prospective information and its transformation into knowledge. This paper contributes to the understanding of the microstructural processes (the 'when' and 'where') involved in the distribution of decisions related to imaging investigations. It also highlights the interdependency in decision-making events of medical and non-medical providers within a single medical encounter. © 2017 The Authors. Journal of Medical Radiation Sciences published by John Wiley & Sons Australia, Ltd on behalf of Australian Society of Medical Imaging and Radiation Therapy and New Zealand Institute of Medical Radiation Technology.
Zhang, Shaoliang; Lorenzo, Alberto; Gómez, Miguel-Angel; Mateus, Nuno; Gonçalves, Bruno; Sampaio, Jaime
2018-04-20
The aim of this study was: (i) to group basketball players into similar clusters based on a combination of anthropometric characteristics and playing experience; and (ii) explore the distribution of players (included starters and non-starters) from different levels of teams within the obtained clusters. The game-related statistics from 699 regular season balanced games were analyzed using a two-step cluster model and a discriminant analysis. The clustering process allowed identifying five different player profiles: Top height and weight (HW) with low experience, TopHW-LowE; Middle HW with middle experience, MiddleHW-MiddleE; Middle HW with top experience, MiddleHW-TopE; Low HW with low experience, LowHW-LowE; Low HW with middle experience, LowHW-MiddleE. Discriminant analysis showed that TopHW-LowE group was highlighted by two-point field goals made and missed, offensive and defensive rebounds, blocks, and personal fouls; whereas the LowHW-LowE group made fewest passes and touches. The players from weaker teams were mostly distributed in LowHW-LowE group, whereas players from stronger teams were mainly grouped in LowHW-MiddleE group; and players that participated in the finals were allocated in the MiddleHW-MiddleE group. These results provide alternative references for basketball staff concerning the process of evaluating performance.
Ford, Jaclyn H; Giovanello, Kelly S; Guskiewicz, Kevin M
2013-10-15
Previous research has demonstrated that sport-related concussions can have short-term effects on cognitive processes, but the long-term consequences are less understood and warrant more research. This study was the first to use event-related functional magnetic resonance imaging (fMRI) to examine long-term differences in neural activity during memory tasks in former athletes who have sustained multiple sport-related concussions. In an event-related fMRI study, former football players reporting multiple sport-related concussions (i.e., three or more) were compared with players who reported fewer than three concussions during a memory paradigm examining item memory (i.e., memory for the particular elements of an event) and relational memory (i.e., memory for the relationships between elements). Behaviorally, we observed that concussion history did not significantly affect behavioral performance, because persons in the low and high concussion groups had equivalent performance on both memory tasks, and in addition, that concussion history was not associated with any behavioral memory measures. Despite demonstrating equivalent behavioral performance, the two groups of former players demonstrated different neural recruitment patterns during relational memory retrieval, suggesting that multiple concussions may be associated with functional inefficiencies in the relational memory network. In addition, the number of previous concussions significantly correlated with functional activity in a number of brain regions, including the medial temporal lobe and inferior parietal lobe. Our results provide important insights in understanding the long-term functional consequences of sustaining multiple sports-related concussions.
Impact of playing American professional football on long-term brain function.
Amen, Daniel G; Newberg, Andrew; Thatcher, Robert; Jin, Yi; Wu, Joseph; Keator, David; Willeumier, Kristen
2011-01-01
The authors recruited 100 active and former National Football League players, representing 27 teams and all positions. Players underwent a clinical history, brain SPECT imaging, qEEG, and multiple neuropsychological measures, including MicroCog. Relative to a healthy-comparison group, players showed global decreased perfusion, especially in the prefrontal, temporal, parietal, and occipital lobes, and cerebellar regions. Quantitative EEG findings were consistent, showing elevated slow waves in the frontal and temporal regions. Significant decreases from normal values were found in most neuropsychological tests. This is the first large-scale brain-imaging study to demonstrate significant differences consistent with a chronic brain trauma pattern in professional football players.
Personality traits and life satisfaction among online game players.
Chen, Lily Shui-Lien; Tu, Hill Hung-Jen; Wang, Edward Shih-Tse
2008-04-01
The DFC Intelligence predicts worldwide online game revenues will reach $9.8 billion by 2009, making online gaming a mainstream recreational activity. Understanding online game player personality traits is therefore important. This study researches the relationship between personality traits and life satisfaction in online game players. Taipei, Taiwan, is the study location, with questionnaire surveys conducted in cyber cafe shops. Multiple regression analysis studies the causal relationship between personality traits and life satisfaction in online game players. The result shows that neuroticism has significant negative influence on life satisfaction. Both openness and conscientiousness have significant positive influence on life satisfaction. Finally, implications for leisure practice and further research are discussed.
Estimated maturity status and perceptions of adult autonomy support in youth soccer players.
Cumming, Sean P; Battista, Rebecca A; Martyn, Standage; Ewing, Martha E; Malina, Robert M
2006-10-01
In this study, we examined the relations between biological maturity status, body mass index, age, and perceptions of adult autonomy support in the context of youth soccer. A total of 70 female and 43 male soccer players, aged 9 - 15 years, completed three adult-specific versions (i.e. mother, father, coach) of the perceived autonomy support subscale from the Interpersonal Style Scale. The participants' percent predicted adult stature was used as an estimate of biological maturity status. Multiple linear regression analyses revealed that advanced maturity status in male players predicted lower perceptions of autonomy support from the coach. Maturity status was unrelated to perceptions of autonomy support from the coach in female soccer players, and paternal and maternal autonomy support in male and female players. Age and body mass index were unrelated to perceptions of adult (i.e. coach, mother, father) autonomy support in male and female players.
Ida, Hirofumi; Fukuhara, Kazunobu; Sawada, Misako; Ishii, Motonobu
2011-01-01
The purpose of this study was to determine the quantitative relationships between the server's motion and the receiver's anticipation using a computer graphic animation of tennis serves. The test motions were determined by capturing the motion of a model player and estimating the computational perturbations caused by modulating the rotation of the player's elbow and forearm joints. Eight experienced and eight novice players rated their anticipation of the speed, direction, and spin of the ball on a visual analogue scale. The experienced players significantly altered some of their anticipatory judgment depending on the percentage of both the forearm and elbow modulations, while the novice players indicated no significant changes. Multiple regression analyses, including that of the racket's kinematic parameters immediately before racket-ball impact as independent variables, showed that the experienced players demonstrated a higher coefficient of determination than the novice players in their anticipatory judgment of the ball direction. The results have implications on the understanding of the functional relation between a player's motion and the opponent's anticipatory judgment during real play.
Investigating the Nutritional and Recovery Habits of Tennis Players.
Fleming, James A; Naughton, Robert J; Harper, Liam D
2018-04-03
In this study, the nutritional and recovery habits of tennis players pre-, during, and post-match-play were investigated. Seventy tennis players completed a bespoke nutrition and recovery habits questionnaire, with questions related to the following areas: match preparation, intra-match nutritional habits, situation dependent variables, and post-match nutrition and recovery. On match day-1, the consumption of balanced meals consisting of carbohydrate (CHO), fat and protein, with some micronutrient considerations were reported by 51% of players. On match-days, CHOs were prioritised prior to match-play with CHO dominant meals consumed by the majority of players. During matches, all players adopted a nutritional strategy, with water (94%), banana(s) (86%) and sports drinks (50%) commonly used. Carbohydrate rich nutritional aids, including sports drinks (80%) and energy gels (26%) were utilised more readily during long matches (>2 h). The day after match-play, 39% of players reported the consumption of "nothing specific". Multiple post-match recovery strategies were adopted by 80% of players, with foam rolling (77%), ice baths (40%), protein shake intake (37%) and hot baths (26%) most used. Findings indicate highly variable eating and recovery habits in tennis players pre-, during and post-match-play, with scope for improved practices.
Investigating the Nutritional and Recovery Habits of Tennis Players
2018-01-01
In this study, the nutritional and recovery habits of tennis players pre-, during, and post-match-play were investigated. Seventy tennis players completed a bespoke nutrition and recovery habits questionnaire, with questions related to the following areas: match preparation, intra-match nutritional habits, situation dependent variables, and post-match nutrition and recovery. On match day-1, the consumption of balanced meals consisting of carbohydrate (CHO), fat and protein, with some micronutrient considerations were reported by 51% of players. On match-days, CHOs were prioritised prior to match-play with CHO dominant meals consumed by the majority of players. During matches, all players adopted a nutritional strategy, with water (94%), banana(s) (86%) and sports drinks (50%) commonly used. Carbohydrate rich nutritional aids, including sports drinks (80%) and energy gels (26%) were utilised more readily during long matches (>2 h). The day after match-play, 39% of players reported the consumption of “nothing specific”. Multiple post-match recovery strategies were adopted by 80% of players, with foam rolling (77%), ice baths (40%), protein shake intake (37%) and hot baths (26%) most used. Findings indicate highly variable eating and recovery habits in tennis players pre-, during and post-match-play, with scope for improved practices. PMID:29614035
Hazrati, Lili-Naz; Tartaglia, Maria C.; Diamandis, Phedias; Davis, Karen D.; Green, Robin E.; Wennberg, Richard; Wong, Janice C.; Ezerins, Leo; Tator, Charles H.
2013-01-01
Background: Chronic traumatic encephalopathy (CTE) is the term coined for the neurodegenerative disease often suspected in athletes with histories of repeated concussion and progressive dementia. Histologically, CTE is defined as a tauopathy with a distribution of tau-positive neurofibrillary tangles (NFTs) that is distinct from other tauopathies, and usually shows an absence of beta-amyloid deposits, in contrast to Alzheimer's disease (AD). Although the connection between repeated concussions and CTE-type neurodegeneration has been recently proposed, this causal relationship has not yet been firmly established. Also, the prevalence of CTE among athletes with multiple concussions is unknown. Methods: We performed a consecutive case series brain autopsy study on six retired professional football players from the Canadian Football League (CFL) with histories of multiple concussions and significant neurological decline. Results: All participants had progressive neurocognitive decline prior to death; however, only 3 cases had post-mortem neuropathological findings consistent with CTE. The other 3 participants had pathological diagnoses of AD, amyotrophic lateral sclerosis (ALS), and Parkinson's disease (PD). Moreover, the CTE cases showed co-morbid pathology of cancer, vascular disease, and AD. Discussion: Our case studies highlight that not all athletes with history of repeated concussions and neurological symptomology present neuropathological changes of CTE. These preliminary findings support the need for further research into the link between concussion and CTE as well as the need to expand the research to other possible causes of taupathy in athletes. They point to a critical need for prospective studies with good sampling methods to allow us to understand the relationship between multiple concussions and the development of CTE. PMID:23745112
Gambler's ruin problem on Erdős-Rényi graphs
NASA Astrophysics Data System (ADS)
Néda, Zoltán; Davidova, Larissa; Újvári, Szeréna; Istrate, Gabriel
2017-02-01
A multiagent ruin-game is studied on Erdős-Rényi type graphs. Initially the players have the same wealth. At each time step a monopolist game is played on all active links (links that connect nodes with nonzero wealth). In such a game each player puts a unit wealth in the pot and the pot is won with equal probability by one of the players. The game ends when there are no connected players such that both of them have non-zero wealth. In order to characterize the final state for dense graphs a compact formula is given for the expected number of the remaining players with non-zero wealth and the wealth distribution among these players. Theoretical predictions are given for the expected duration of the ruin game. The dynamics of the number of active players is also investigated. Validity of the theoretical predictions is investigated by Monte Carlo experiments.
Replicator dynamics with turnover of players
NASA Astrophysics Data System (ADS)
Juul, Jeppe; Kianercy, Ardeshir; Bernhardsson, Sebastian; Pigolotti, Simone
2013-08-01
We study adaptive dynamics in games where players abandon the population at a given rate and are replaced by naive players characterized by a prior distribution over the admitted strategies. We demonstrate how such a process leads macroscopically to a variant of the replicator equation, with an additional term accounting for player turnover. We study how Nash equilibria and the dynamics of the system are modified by this additional term for prototypical examples such as the rock-paper-scissors game and different classes of two-action games played between two distinct populations. We conclude by showing how player turnover can account for nontrivial departures from Nash equilibria observed in data from lowest unique bid auctions.
Culture and Creativity: World of Warcraft Modding in China and the US
NASA Astrophysics Data System (ADS)
Kow, Yong Ming; Nardi, Bonnie
Modding - end-user modification of commercial hardware and software - can be traced back at least to 1961 when Spacewar! was developed by a group of MIT students on a DEC PDP-1. Spacewar! evolved into arcade games including Space Wars produced in 1977 by Cinematronics (Sotamaa 2003). In 1992, players altering Wolfenstein 3-D (1992), a first person shooter game made by id Software, overwrote the graphics and sounds by editing the game files. Learning from this experience, id Software released Doom in 1993 with isolated media files and open source code for players to develop custom maps, images, sounds, and other utilities. Players were able to pass on their modifications to others. By 1996, with the release of Quake, end-user modifications had come to be known as "mods," and modding was an accepted part of the gaming community (Kucklich 2005; Postigo 2008a, b). Since late-2005, we have been studying World of Warcraft (WoW) in which the use of mods is an important aspect of player practice (Nardi and Harris 2006; Nardi et al. 2007). Technically minded players with an interest in extending the game write mods and make them available to players for free download on distribution sites. Most modders work for free, but the distribution sites are commercial enterprises with advertising.
The incidence and distribution of stress fractures in elite tennis players
Maquirriain, J; Ghisi, J P
2006-01-01
Background Modern professional tennis involves powerful movements repeatedly subjecting the musculoskeletal system to heavy mechanical load. Thus tennis players are exposed to high risk of overuse injuries including stress fractures. Objective To determine the incidence and distribution of stress fractures in elite tennis players. Study design Retrospective cohort study. Methods The cohort study population consisted of 139 elite players (mean (SD) age, 20.0 (5.0) years; 48 female, 91 male). Stress fractures were identified and confirmed radiologically from medical records during a two year period. Injuries were analysed according to age, sex, site, severity, delay in diagnosis, and time needed to return to sports. Results 15 players sustained 18 stress fractures, corresponding to an overall case incidence of 12.9% (95% confidence interval (CI), 8.1 to 20.0). The tarsal navicular was most affected (n = 5; 27%), followed by the pars interarticularis (n = 3; 16%), the metatarsals (n = 3; 16%), the tibia (n = 2; 11%) and the lunate (n = 2; 11%). Magnetic resonance imaging showed a greater incidence of “high grade” lesions (94.4%). Stress fracture incidence was significantly higher in juniors (20.3% (95% CI, 11.4 to 33.2)) than in professional players (7.5% (2.8 to 15.6)) (p = 0.045). Conclusions There was a high absolute risk (12.9%) of stress fractures in elite tennis players over a two year period. Junior players were at highest risk. The lesions are a major cause of disruption both of training and of competition. Risk factors should therefore be identified and prevention emphasised. PMID:16632579
Social Capital Accumulation in Location-Based Mobile Game Playing: A Multiple-Process Approach.
Sung, Hei-Tung; Sigerson, Leif; Cheng, Cecilia
2017-08-01
In the summer of 2016, the widespread popularization of the game Pokémon Go brought the public's attention to the possible socialization benefits associated with location-based mobile games (LBMGs), yet no studies to date have investigated this issue. LBMGs deserve greater research attention because this type of game provides a unique gaming experience that encourages players to leave their homes and navigate around their neighborhood. This distinctive feature may promote more face-to-face interactions among LBMG players. Grounded in social capital theories, the present study compared the levels of both bridging and bonding social capital between LBMG and non-LBMG players. More important, we formulated a multiple-process model to explain the hypothesized psychological mechanisms underlying social capital accumulation among LBMG players. Participants were 349 U.S. participants (57 percent men; M age = 32.40, SD age = 7.92, age range = 19-66). Results supported the proposed model by revealing that face-to-face interaction was crucial to the accrual of both bridging and bonding social capital among LBMG players, through enhancing their levels of communication frequency and self-disclosure. The present findings have implications for the utilization of LBMG as a potential tool to promote face-to-face interactions and accumulate social capital.
Positional Role Differences in the Aerobic and Anaerobic Power of Elite Basketball Players.
Pojskić, Haris; Šeparović, Vlatko; Užičanin, Edin; Muratović, Melika; Mačković, Samir
2015-12-22
The aim of the present study was to compare the aerobic and anaerobic power and capacity of elite male basketball players who played multiple positions. Fifty-five healthy players were divided into the following three different subsamples according to their positional role: guards (n = 22), forwards (n = 19) and centers (n = 14). The following three tests were applied to estimate their aerobic and anaerobic power and capacities: the countermovement jump (CMJ), a multistage shuttle run test and the Running-based Anaerobic Sprint Test (RAST). The obtained data were used to calculate the players' aerobic and anaerobic power and capacities. To determine the possible differences between the subjects considering their different positions on the court, one-way analysis of variance (ANOVA) with the Bonferroni post-hoc test for multiple comparisons was used. The results showed that there was a significant difference between the different groups of players in eleven out of sixteen measured variables. Guards and forwards exhibited greater aerobic and relative values of anaerobic power, allowing shorter recovery times and the ability to repeat high intensity, basketball-specific activities. Centers presented greater values of absolute anaerobic power and capacities, permitting greater force production during discrete tasks. Coaches can use these data to create more individualized strength and conditioning programs for different positional roles.
Telemetry and Communication IP Video Player
NASA Technical Reports Server (NTRS)
OFarrell, Zachary L.
2011-01-01
Aegis Video Player is the name of the video over IP system for the Telemetry and Communications group of the Launch Services Program. Aegis' purpose is to display video streamed over a network connection to be viewed during launches. To accomplish this task, a VLC ActiveX plug-in was used in C# to provide the basic capabilities of video streaming. The program was then customized to be used during launches. The VLC plug-in can be configured programmatically to display a single stream, but for this project multiple streams needed to be accessed. To accomplish this, an easy to use, informative menu system was added to the program to enable users to quickly switch between videos. Other features were added to make the player more useful, such as watching multiple videos and watching a video in full screen.
Cognitive pitfall! Videogame players are not immune to dual-task costs.
Donohue, Sarah E; James, Brittany; Eslick, Andrea N; Mitroff, Stephen R
2012-07-01
With modern technological advances, we often find ourselves dividing our attention between multiple tasks. While this may seem a productive way to live, our attentional capacity is limited, and this yields costs in one or more of the many tasks that we try to do. Some people believe that they are immune to the costs of multitasking and commonly engage in potentially dangerous behavior, such as driving while talking on the phone. But are some groups of individuals indeed immune to dual-task costs? This study examines whether avid action videogame players, who have been shown to have heightened attentional capacities, are particularly adept multitaskers. Participants completed three visually demanding experimental paradigms (a driving videogame, a multiple-object-tracking task, and a visual search), with and without answering unrelated questions via a speakerphone (i.e., with and without a dual-task component). All of the participants, videogame players and nonvideogame players alike, performed worse while engaging in the additional dual task for all three paradigms. This suggests that extensive videogame experience may not offer immunity from dual-task costs.
How Long can you Enjoy Blackjack with 100 Chips?
NASA Astrophysics Data System (ADS)
Yang, Tao; Li, Qianqian; Xia, Xingang; Zhao, Erbo; Liu, Guo; Han, Zhangang
Gambling-related research has implications in financial area understandings and applications. Researches in this area usually focus on pathology, risk-taking, decision-making and addiction. Few works have been done to demonstrate the distribution of the playing time before players go bankrupt. One problem is that it is difficult to get statistics in real world gambling. In this paper, we do simulations in a Blackjack game with a selected strategy. We find the distribution of playing time before players lose a certain amount of money as a power law distribution, indicating the existence of very long playing time players. We also find that double is the most important factor that causes the fat tail. Comparison shows that when removing double, split and three to two payoff, Blackjack goes back to a random walk. The increase of the number of decks somewhat decreases the average playing time. Our results may have pathologic gambling intervention implications.
Strategies in a symmetric quantum Kolkata restaurant problem
NASA Astrophysics Data System (ADS)
Sharif, Puya; Heydari, Hoshang
2012-12-01
The Quantum Kolkata restaurant problem is a multiple-choice version of the quantum minority game, where a set of n non-communicating players have to chose between one of m choices. A payoff is granted to the players that make a unique choice. It has previously been shown that shared entanglement and quantum operations can aid the players to coordinate their actions and acquire higher payoffs than is possible with classical randomization. In this paper the initial quantum state is expanded to a family of GHZ-type states and strategies are discussed in terms of possible final outcomes. It is shown that the players individually seek outcomes that maximize the collective good.
The art of war: beyond memory-one strategies in population games.
Lee, Christopher; Harper, Marc; Fryer, Dashiell
2015-01-01
We show that the history of play in a population game contains exploitable information that can be successfully used by sophisticated strategies to defeat memory-one opponents, including zero determinant strategies. The history allows a player to label opponents by their strategies, enabling a player to determine the population distribution and to act differentially based on the opponent's strategy in each pairwise interaction. For the Prisoner's Dilemma, these advantages lead to the natural formation of cooperative coalitions among similarly behaving players and eventually to unilateral defection against opposing player types. We show analytically and empirically that optimal play in population games depends strongly on the population distribution. For example, the optimal strategy for a minority player type against a resident TFT population is ALLC, while for a majority player type the optimal strategy versus TFT players is ALLD. Such behaviors are not accessible to memory-one strategies. Drawing inspiration from Sun Tzu's the Art of War, we implemented a non-memory-one strategy for population games based on techniques from machine learning and statistical inference that can exploit the history of play in this manner. Via simulation we find that this strategy is essentially uninvadable and can successfully invade (significantly more likely than a neutral mutant) essentially all known memory-one strategies for the Prisoner's Dilemma, including ALLC (always cooperate), ALLD (always defect), tit-for-tat (TFT), win-stay-lose-shift (WSLS), and zero determinant (ZD) strategies, including extortionate and generous strategies.
Application of homomorphism to secure image sharing
NASA Astrophysics Data System (ADS)
Islam, Naveed; Puech, William; Hayat, Khizar; Brouzet, Robert
2011-09-01
In this paper, we present a new approach for sharing images between l players by exploiting the additive and multiplicative homomorphic properties of two well-known public key cryptosystems, i.e. RSA and Paillier. Contrary to the traditional schemes, the proposed approach employs secret sharing in a way that limits the influence of the dealer over the protocol and allows each player to participate with the help of his key-image. With the proposed approach, during the encryption step, each player encrypts his own key-image using the dealer's public key. The dealer encrypts the secret-to-be-shared image with the same public key and then, the l encrypted key-images plus the encrypted to-be shared image are multiplied homomorphically to get another encrypted image. After this step, the dealer can safely get a scrambled image which corresponds to the addition or multiplication of the l + 1 original images ( l key-images plus the secret image) because of the additive homomorphic property of the Paillier algorithm or multiplicative homomorphic property of the RSA algorithm. When the l players want to extract the secret image, they do not need to use keys and the dealer has no role. Indeed, with our approach, to extract the secret image, the l players need only to subtract their own key-image with no specific order from the scrambled image. Thus, the proposed approach provides an opportunity to use operators like multiplication on encrypted images for the development of a secure privacy preserving protocol in the image domain. We show that it is still possible to extract a visible version of the secret image with only l-1 key-images (when one key-image is missing) or when the l key-images used for the extraction are different from the l original key-images due to a lossy compression for example. Experimental results and security analysis verify and prove that the proposed approach is secure from cryptographic viewpoint.
Giovanello, Kelly S.; Guskiewicz, Kevin M.
2013-01-01
Abstract Previous research has demonstrated that sport-related concussions can have short-term effects on cognitive processes, but the long-term consequences are less understood and warrant more research. This study was the first to use event-related functional magnetic resonance imaging (fMRI) to examine long-term differences in neural activity during memory tasks in former athletes who have sustained multiple sport-related concussions. In an event-related fMRI study, former football players reporting multiple sport-related concussions (i.e., three or more) were compared with players who reported fewer than three concussions during a memory paradigm examining item memory (i.e., memory for the particular elements of an event) and relational memory (i.e., memory for the relationships between elements). Behaviorally, we observed that concussion history did not significantly affect behavioral performance, because persons in the low and high concussion groups had equivalent performance on both memory tasks, and in addition, that concussion history was not associated with any behavioral memory measures. Despite demonstrating equivalent behavioral performance, the two groups of former players demonstrated different neural recruitment patterns during relational memory retrieval, suggesting that multiple concussions may be associated with functional inefficiencies in the relational memory network. In addition, the number of previous concussions significantly correlated with functional activity in a number of brain regions, including the medial temporal lobe and inferior parietal lobe. Our results provide important insights in understanding the long-term functional consequences of sustaining multiple sports-related concussions. PMID:23679098
Bridging Media with the Help of Players
NASA Astrophysics Data System (ADS)
Nitsche, Michael; Drake, Matthew; Murray, Janet
We suggest harvesting the power of multiplayer design to bridge content across different media platforms and develop player-driven cross-media experiences. This paper first argues to partially replace complex AI systems with multiplayer design strategies to provide the necessary level of flexibility in the content generation for cross-media applications. The second part describes one example project - the Next Generation Play (NGP) project - that illustrates one practical approach of such a player-driven cross-media content generation. NGP allows players to collect virtual items while watching a TV show. These items are re-used in a multiplayer casual game that automatically generates new game worlds based on the various collections of active players joining a game session. While the TV experience is designed for the single big screen, the game executes on multiple mobile phones. Design and technical implementation of the prototype are explained in more detail to clarify how players carry elements of television narratives into a non-linear handheld gaming experience. The system describes a practical way to create casual game adaptations based on players' personal preferences in a multi-user environment.
Automatic acquisition of motion trajectories: tracking hockey players
NASA Astrophysics Data System (ADS)
Okuma, Kenji; Little, James J.; Lowe, David
2003-12-01
Computer systems that have the capability of analyzing complex and dynamic scenes play an essential role in video annotation. Scenes can be complex in such a way that there are many cluttered objects with different colors, shapes and sizes, and can be dynamic with multiple interacting moving objects and a constantly changing background. In reality, there are many scenes that are complex, dynamic, and challenging enough for computers to describe. These scenes include games of sports, air traffic, car traffic, street intersections, and cloud transformations. Our research is about the challenge of inventing a descriptive computer system that analyzes scenes of hockey games where multiple moving players interact with each other on a constantly moving background due to camera motions. Ultimately, such a computer system should be able to acquire reliable data by extracting the players" motion as their trajectories, querying them by analyzing the descriptive information of data, and predict the motions of some hockey players based on the result of the query. Among these three major aspects of the system, we primarily focus on visual information of the scenes, that is, how to automatically acquire motion trajectories of hockey players from video. More accurately, we automatically analyze the hockey scenes by estimating parameters (i.e., pan, tilt, and zoom) of the broadcast cameras, tracking hockey players in those scenes, and constructing a visual description of the data by displaying trajectories of those players. Many technical problems in vision such as fast and unpredictable players' motions and rapid camera motions make our challenge worth tackling. To the best of our knowledge, there have not been any automatic video annotation systems for hockey developed in the past. Although there are many obstacles to overcome, our efforts and accomplishments would hopefully establish the infrastructure of the automatic hockey annotation system and become a milestone for research in automatic video annotation in this domain.
Event-related potential effects of superior action anticipation in professional badminton players.
Jin, Hua; Xu, Guiping; Zhang, John X; Gao, Hongwei; Ye, Zuoer; Wang, Pin; Lin, Huiyan; Mo, Lei; Lin, Chong-De
2011-04-04
The ability to predict the trajectory of a ball based on the opponent's body kinematics has been shown to be critical to high-performing athletes in many sports. However, little is known about the neural correlates underlying such superior ability in action anticipation. The present event-related potential study compared brain responses from professional badminton players and non-player controls when they watched video clips of badminton games and predicted a ball's landing position. Replicating literature findings, the players made significantly more accurate judgments than the controls and showed better action anticipation. Correspondingly, they showed enlarged amplitudes of two ERP components, a P300 peaking around 350ms post-stimulus with a parietal scalp distribution and a P2 peaking around 250ms with a posterior-occipital distribution. The P300 effect was interpreted to reflect primed access and/or directing of attention to game-related memory representations in the players facilitating their online judgment of related actions. The P2 effect was suggested to reflect some generic learning effects. The results identify clear neural responses that differentiate between different levels of action anticipation associated with sports expertise. Copyright © 2011 Elsevier Ireland Ltd. All rights reserved.
No Selling the Genie Lamp: A Game Literacy Practice in "The Sims"
ERIC Educational Resources Information Center
Hayes, Elisabeth R.; Gee, James Paul
2010-01-01
Drawing on the New Literacy Studies, the authors argue that game literacy takes multiple forms and is embedded in different practices associated with particular games and gaming communities. They examine one specific game literacy practice that involves players of "The Sims" creating challenges for other players, and they identify how playing and…
Attitudes towards protective headgear in UK rugby union players
Rumbold, James L; Olusoga, Peter
2017-01-01
Background/aim Concussions in rugby union pose a major threat to player welfare. Research has found protective headgear offers no significant protection against concussions but suggests a large proportion of players perceive headgear to be effective in preventing concussions. This study aimed to explore UK rugby union players’ attitudes towards wearing protective headgear. Methods 545 rugby union players (85% male) from a range of playing standards completed an online survey. Quantitative and qualitative data were collected on player attitudes towards protective headgear use. Descriptive statistics, multiple regressions and content analysis were used to analyse the responses. Results 37% of players believed that headgear was effective in preventing head injuries. Playing group was found to be inversely associated with headgear effectiveness (∆R2=0.01, B=−0.13, p=0.02), with youth players holding stronger beliefs that headgear is effective at preventing head injuries compared with all senior groups. The main reasons cited for wearing headgear related to protection from minor injuries (55%) with only 10% of responses related to concussion prevention. Conclusions There appears to be a good awareness in UK players that protective headgear is not effective at preventing concussions. Continued education is vital to ensure players are fully aware of the limitations of headgear, and players who wear it do not engage in overly reckless behaviours as a result. PMID:29081983
Evidence of the relative age effect in football in Australia.
van den Honert, Robin
2012-01-01
The birth date distributions of elite male and female footballers in Australia, from junior youth (age 14 and upwards) to senior (professional) players, were examined. A statistically significant relative age effect was found among junior male players, reducing in effect with increasing age. An inter-year relative age effect that became apparent among the players at national level in the Under-17 and Under-20 age groups, due to the timing of the respective World Cups for those age groups, was also identified. It is conjectured that this might lead to players born in certain years having a curtailed pathway in the elite game, leading to drop-out among this very elite group. In the case of women elite players, no significant relative age effect was found among youth players, possibly due to less fierce competition for places, although a significant effect was found to exist at senior elite level.
Svensson, Kjell; Alricsson, Marie; Karnebäck, Gustav; Magounakis, Theo; Werner, Suzanne
2016-07-01
The aim of this study was to make a comparison between players in two age groups in an elite male soccer team regarding injury localisation within the muscle-tendon unit, injury size and muscle group in terms of muscle injuries of the lower extremity. Cohort study based on data collected from a Swedish elite male soccer team during the seasons 2007-2012. In total, 145 muscle injuries were included. Injury localisation to the tendon or muscle, the size of haematoma and the affected muscle group were assessed using ultrasound. Age comparison was made between younger players (≤23 years) and older players (>23 years). No difference regarding injury localisation to either the tendon or the muscle, or the size of haematoma between the two age groups was found. However, the older group of players suffered a significantly higher number of injuries to the triceps surae than the younger players (p = 0.012). In a Swedish team of male soccer players at elite level, there was no difference between players 23 years or younger and players older than 23 years, in terms of injury distribution to muscles or tendons. Players older than 23 years sustained more injuries to triceps surae when compared with players 23 years or younger. The clinical relevance is to pay attention to muscle function of triceps surae in older players and to screen those players who may need an injury prevention programme. II.
Finch, Caroline F; Cook, Jill; Kunstler, Breanne E; Akram, Muhammad; Orchard, John
2017-07-01
It is known that some people can, and do, sustain >1 injury over a playing season. However, there is currently little high-quality epidemiological evidence about the risk of, and relationships between, multiple and subsequent injuries. To describe the subsequent injuries sustained by Australian Football League (AFL) players over 1 season, including their most common injury diagnoses. Cohort study; Level of evidence, 3. Within-player linked injury data on all date-ordered match-loss injuries sustained by AFL players during 1 full season were obtained. The total number of injuries per player was determined, and in those with >1 injury, the Subsequent Injury Classification (SIC) model was used to code all subsequent injuries based on their Orchard Sports Injury Classification System (OSICS) codes and the dates of injury. There were 860 newly recorded injuries in 543 players; 247 players (45.5%) sustained ≥1 subsequent injuries after an earlier injury, with 317 subsequent injuries (36.9% of all injuries) recorded overall. A subsequent injury generally occurred to a different body region and was therefore superficially unrelated to an index injury. However, 32.2% of all subsequent injuries were related to a previous injury in the same season. Hamstring injuries were the most common subsequent injury. The mean time between injuries decreased with an increasing number of subsequent injuries. When relationships between injuries are taken into account, there is a high level of subsequent (and multiple) injuries leading to missed games in an elite athlete group.
Harsh environments and the evolution of multi-player cooperation.
De Jaegher, Kris
2017-02-01
The game-theoretic model in this paper provides micro-foundations for the effect a harsher environment on the probability of cooperation among multiple players. The harshness of the environment is alternatively measured by the degree of complementarity between the players' cooperative efforts in producing a public good, and by the number of attacks on an existing public good that the players can collectively defend, where it is shown that these two measures of the degree of adversity facing the players operate in a similar fashion. We show that the effect of the degree of adversity on the probability of cooperation is monotonous, and has an opposite sign for smaller and for larger cooperation costs. For intermediate cooperation costs, we show that the effect of a harsher environment on the probability of cooperation is hill-shaped. Copyright © 2016 Elsevier Inc. All rights reserved.
Ward, Phillip; Carnes, Michael
2002-01-01
The effects of self-set goals and public posting on athletic performance of 5 collegiate football players was studied. All players were linebackers on a National Association of Intercollegiate Athletics Division II football team. The dependent variables were the percentage of correct occasions when the linebacker (a) positioned himself to cover a specified area on the field during a pass or from the line of scrimmage during a run; (b) moved to the correct position in response to the positioning of the offense; and (c) tackled and stopped the progress of the ball carrier. A multiple baseline design across behaviors showed an immediate increase in the practice performance of the players and a corresponding increase in game performance following introduction of the independent variable. This study extends research using public posting in sport by demonstrating the effects of player-determined goals and public posting of goal attainment.
Atimia: A New Paradigm for Investigating How Individuals Feel When Ostracizing Others.
Wirth, James H; Bernstein, Michael J; LeRoy, Angie S
2015-01-01
To date, researchers studying ostracism (being excluded and ignored) focused on examining the consequences of ostracism. However, researchers have not yet systematically investigated why individuals ostracize others. One impediment to this research is lacking multiple means to successfully induce individuals to be sources, those who ostracize others. Using Cyberball, researchers found participants ostracized a player delaying the game. To aid in systematic research on sources, we developed the game Atimia. In Atimia, players took turns solving remote associate word items and we varied the performance of a computer-controlled player to perform equal to or significantly worse than the group. Without prompting, participants ostracized a poor- versus equal-performing player more and found the poor-performing player burdensome, less likable, and less desirable to work with on a future task. Study outcomes suggest Atimia is a viable paradigm for investigating sources of ostracism.
1997-01-17
SHOWDirect Control Systems (6) Betacam SP Players (Video Backup) (6) Betacam SP Recorders (Show Record) (2) CRV Laser Disc Rec/Players (GoTo) (14) Multi...IK Scoops (3)lKDP’s (1) Schedule 40 Light Pole (Flown) Control Console Dimming Cables & Distribution PRODUCTION HARDWARE (1) Sony Betacam SP...Shooters Package (1) Folsom Hi-Res Video Scan Converter (20) Betacam SP VideoTapes STAGING HARDWARE (1) Custom Screen Divider / Support 44 This
Visuomotor Processing, Induced Stress and Perceptual Learning
2006-11-01
the performance of expert video game players with non-experienced video game players on multiple assessments of attention, Green & Bavelier (2003...concluded that experience and proficiency playing video games alters human visual attention beneficially in terms of numerical capacity, and both...person perspective video game play. We propose that psychological stress, though not addressed as a main factor in their study, may be an
Impact of Game-Based Training on Classroom Learning Outcomes
2010-09-01
Erwin, 2000). Several studies support the notion that GBT increases learners’ motivation. Massively multiple online role-playing games ( MMORPGs ) are...synthetic arenas where players interact, collaborate, and strategize with others. The nature of MMORPGs challenges players to think critically and...comfortable with the course, yet avoid strong influence of cumulative course learning. Each PE included several stages—classroom lecture, group
ERIC Educational Resources Information Center
Sajjadi, Pejman; Vlieghe, Joachim; De Troyer, Olga
2017-01-01
A large body of research work demonstrates the importance and effectiveness of adapting a learning game to its players. This process is driven by understanding the differences between individuals in terms of abilities and preferences. One of the rather interesting but least explored approaches for understanding individual differences among…
Amen, Daniel G; Wu, Joseph C; Taylor, Derek; Willeumier, Kristen
2011-01-01
Brain injuries are common in professional American football players. Finding effective rehabilitation strategies can have widespread implications not only for retired players but also for patients with traumatic brain injury and substance abuse problems. An open label pragmatic clinical intervention was conducted in an outpatient neuropsychiatric clinic with 30 retired NFL players who demonstrated brain damage and cognitive impairment. The study included weight loss (if appropriate); fish oil (5.6 grams a day); a high-potency multiple vitamin; and a formulated brain enhancement supplement that included nutrients to enhance blood flow (ginkgo and vinpocetine), acetylcholine (acetyl-l-carnitine and huperzine A), and antioxidant activity (alpha-lipoic acid and n-acetyl-cysteine). The trial average was six months. Outcome measures were Microcog Assessment of Cognitive Functioning and brain SPECT imaging. In the retest situation, corrected for practice effect, there were statistically significant increases in scores of attention, memory, reasoning, information processing speed and accuracy on the Microcog. The brain SPECT scans, as a group, showed increased brain perfusion, especially in the prefrontal cortex, parietal lobes, occipital lobes, anterior cingulate gyrus and cerebellum. This study demonstrates that cognitive and cerebral blood flow improvements are possible in this group with multiple interventions.
Duong, Manh Hong; Han, The Anh
2016-12-01
In this paper, we study the distribution and behaviour of internal equilibria in a d-player n-strategy random evolutionary game where the game payoff matrix is generated from normal distributions. The study of this paper reveals and exploits interesting connections between evolutionary game theory and random polynomial theory. The main contributions of the paper are some qualitative and quantitative results on the expected density, [Formula: see text], and the expected number, E(n, d), of (stable) internal equilibria. Firstly, we show that in multi-player two-strategy games, they behave asymptotically as [Formula: see text] as d is sufficiently large. Secondly, we prove that they are monotone functions of d. We also make a conjecture for games with more than two strategies. Thirdly, we provide numerical simulations for our analytical results and to support the conjecture. As consequences of our analysis, some qualitative and quantitative results on the distribution of zeros of a random Bernstein polynomial are also obtained.
One-Year Prospective Study on Passion and Gambling Problems in Poker Players.
Morvannou, Adèle; Dufour, Magali; Brunelle, Natacha; Berbiche, Djamal; Roy, Élise
2018-06-01
The concept of passion is relevant to understanding gambling behaviours and gambling problems. Longitudinal studies are useful to better understand the absence and development of gambling problems; however, only one study has specifically considered poker players. Using a longitudinal design, this study aims to determine the influence, 1 year later, of two forms of passion-harmonious and obsessive-on gambling problems in poker players. A total of 116 poker players was recruited from across Quebec, Canada. The outcome variable of interest was participants' category on the Canadian Pathological Gambling Index, and the predictive variable was the Gambling Passion Scale. Multiple logistic regression analyses were conducted to identify independent risk factors of at-risk poker players 1 year later. Obsessive passion at baseline doubled the risk of gambling problems 1 year later (p < 0.01); for harmonious passion, there was no association. Number of gambling activities, drug problems, and impulsivity were also associated with at-risk gambling. This study highlights the links between obsessive passion and at-risk behaviours among poker players. It is therefore important to prevent the development of obsessive passion among poker players.
The audiological health of horn players.
Wilson, Wayne J; O'Brien, Ian; Bradley, Andrew P
2013-01-01
Among orchestral musicians, horn players are one of the most at-risk groups for noise-induced hearing loss (NIHL). To investigate this group further, pure tone audiometry and a 14-item questionnaire were used to assess the hearing health, as well as attitudes and practices regarding hearing conservation, among 142 French horn players attending an international horn conference in Brisbane, Australia. Of this study's French horn players, 11.1% to 22.2%, and 17.7% to 32.9% of those aged ≤40 years, showed some form of hearing loss (corrected for age and gender) typical of NIHL, using conservative versus lenient criteria, respectively. Stepwise multiple regression analyses showed no obvious predictor of hearing loss in this study's participants. Of the 18% of participants who reported using hearing protection, 81% used this protection "sometimes" and 50% used generic, foam, or other inferior forms of protection. Continued efforts to better manage the hearing health of horn players is warranted particularly as any hearing loss will affect a horn player's ability to perform and therefore his or her livelihood. Managing the hearing health of horn players will be challenging, however, with no simple predictor of NIHL loss being identified in this study's sample.
Is poker a game of skill or chance? A quasi-experimental study.
Meyer, Gerhard; von Meduna, Marc; Brosowski, Tim; Hayer, Tobias
2013-09-01
Due to intensive marketing and the rapid growth of online gambling, poker currently enjoys great popularity among large sections of the population. Although poker is legally a game of chance in most countries, some (particularly operators of private poker web sites) argue that it should be regarded as a game of skill or sport because the outcome of the game primarily depends on individual aptitude and skill. The available findings indicate that skill plays a meaningful role; however, serious methodological weaknesses and the absence of reliable information regarding the relative importance of chance and skill considerably limit the validity of extant research. Adopting a quasi-experimental approach, the present study examined the extent to which the influence of poker playing skill was more important than card distribution. Three average players and three experts sat down at a six-player table and played 60 computer-based hands of the poker variant "Texas Hold'em" for money. In each hand, one of the average players and one expert received (a) better-than-average cards (winner's box), (b) average cards (neutral box) and (c) worse-than-average cards (loser's box). The standardized manipulation of the card distribution controlled the factor of chance to determine differences in performance between the average and expert groups. Overall, 150 individuals participated in a "fixed-limit" game variant, and 150 individuals participated in a "no-limit" game variant. ANOVA results showed that experts did not outperform average players in terms of final cash balance. Rather, card distribution was the decisive factor for successful poker playing. However, expert players were better able to minimize losses when confronted with disadvantageous conditions (i.e., worse-than-average cards). No significant differences were observed between the game variants. Furthermore, supplementary analyses confirm differential game-related actions dependent on the card distribution, player status, and game variant. In conclusion, the study findings indicate that poker should be regarded as a game of chance, at least under certain basic conditions, and suggest new directions for further research.
Behavior learning in differential games and reorientation maneuvers
NASA Astrophysics Data System (ADS)
Satak, Neha
The purpose of this dissertation is to apply behavior learning concepts to incomplete- information continuous time games. Realistic game scenarios are often incomplete-information games in which the players withhold information. A player may not know its opponent's objectives and strategies prior to the start of the game. This lack of information can limit the player's ability to play optimally. If the player can observe the opponent's actions, it can better optimize its achievements by taking corrective actions. In this research, a framework to learn an opponent's behavior and take corrective actions is developed. The framework will allow a player to observe the opponent's actions and formulate behavior models. The developed behavior model can then be utilized to find the best actions for the player that optimizes the player's objective function. In addition, the framework proposes that the player plays a safe strategy at the beginning of the game. A safe strategy is defined in this research as a strategy that guarantees a minimum pay-off to the player independent of the other player's actions. During the initial part of the game, the player will play the safe strategy until it learns the opponent's behavior. Two methods to develop behavior models that differ in the formulation of the behavior model are proposed. The first method is the Cost-Strategy Recognition (CSR) method in which the player formulates an objective function and a strategy for the opponent. The opponent is presumed to be rational and therefore will play to optimize its objective function. The strategy of the opponent is dependent on the information available to the opponent about other players in the game. A strategy formulation presumes a certain level of information available to the opponent. The previous observations of the opponent's actions are used to estimate the parameters of the formulated behavior model. The estimated behavior model predicts the opponent's future actions. The second method is the Direct Approximation of Value Function (DAVF) method. In this method, unlike the CSR method, the player formulates an objective function for the opponent but does not formulates a strategy directly; rather, indirectly the player assumes that the opponent is playing optimally. Thus, a value function satisfying the HJB equation corresponding to the opponent's cost function exists. The DAVF method finds an approximate solution for the value function based on previous observations of the opponent's control. The approximate solution to the value function is then used to predict the opponent's future behavior. Game examples in which only a single player is learning its opponent's behavior are simulated. Subsequently, examples in which both players in a two-player game are learning each other's behavior are simulated. In the second part of this research, a reorientation control maneuver for a spinning spacecraft will be developed. This will aid the application of behavior learning and differential games concepts to the specific scenario involving multiple spinning spacecraft. An impulsive reorientation maneuver with coasting will be analytically designed to reorient the spin axis of the spacecraft using a single body fixed thruster. Cooperative maneuvers of multiple spacecraft optimizing fuel and relative orientation will be designed. Pareto optimality concepts will be used to arrive at mutually agreeable reorientation maneuvers for the cooperating spinning spacecraft.
Association Between MCT1 A1470T Polymorphism and Fat-Free Mass in Well-Trained Young Soccer Players.
Massidda, Myosotis; Eynon, Nir; Bachis, Valeria; Corrias, Laura; Culigioni, Claudia; Cugia, Paolo; Scorcu, Marco; Calò, Carla M
2016-04-01
The aim of this study was to investigate the association between the MCT1 A1470T polymorphism and fat-free mass in young Italian elite soccer players. Participants were 128 Italian male soccer players. Fat-free mass was estimated for each of the soccer player using age- and gender-specific formulas with plicometry. Genotyping for the MCT1 A1470T polymorphism was performed using polymerase chain reaction. The MCT1 A1470T genotypes were in agreement with the Hardy-Weinberg equilibrium distribution. The percentage of fat-free mass was significantly higher in soccer players with the TT genotype and in the T-allele-dominant model group (TT + AT) compared with the soccer players with the AA genotype. The MCT1 T allele is associated with the percentage of fat-free mass in young elite male soccer players. Elucidating the genetic basis of body composition in athletes could potentially be used as an additional tool for strength and conditioning professionals in planning and adjusting training. However, these results are preliminary and need to be replicated in more cohorts.
Analysis of Time-Motion and Heart Rate in Elite Male and Female Beach Handball
Pueo, Basilio; Jimenez-Olmedo, Jose M.; Penichet-Tomas, Alfonso; Ortega Becerra, Manuel; Espina Agullo, Jose J.
2017-01-01
Beach handball is a spectacular new team sport; however, scientific knowledge about the demands in beach handball is very low. Consequently, the aim of this study was to analyze the physical demands of elite beach handball players by means of time-motion analysis with GPS technology and physiological response with Heart Rate (HR). Both male (n = 12) and female (n = 12) players from the Spanish Beach Handball National Team were recruited for this study. The sample consisted in four matches of two 10-min periods each. Time-motion analysis was performed through GPS devices (SPI Pro X, 15 Hz, GPSports) with synchronized HR monitoring (Polar Electro, Finland). All parameters were recorded for matches and halves to express overall and time-dependent physical and physiological responses. Total match distance covered by male and female players were 1234.7 ± 192 m and 1118.2 ± 221.8 m, respectively. Female players covered more total distance (p = 0.049, ES = 0.79) and distance walking (p < 0.001, ES = 2.04) in the first half, whereas they covered more distance standing (p = 0.008, ES = 1.05) in the second half at a higher average speed (p < 0.001, ES = 2.28). The number of accelerations distributed over low-, moderate- and high-intensity categories were 43.2 ± 11.6, 9.4 ± 4.9; 0.8 ± 0.9 m/s2 for male players, and 40.3 ± 12.7, 4.3 ± 3.0; 0.1 ± 0.3 m/s2 for female players; equivalent to one body acceleration every 23 s and 27 s, respectively. Finally, male and female players obtained a maximum/mean HR of 173 ± 13 / 137 ± 12 bpm, and 177 ± 13 / 138 ± 18 bpm, with 20.3% and 29.2% of the total time in the anaerobic zone (81 – 90% HRmax), respectively. These results demonstrated that beach handball is a demanding sport, with numerous moderate-to-high intensity displacements, distributed intermittently throughout the game: long periods of low intensity activity interspersed by short bursts of high intensity. Key points Beach handball is a demanding sport, with numerous moderate-to-high intensity displacements, distributed intermittently throughout the match. Despite the sandy surface, the distance covered per minute in beach handball is similar to team handball. On average, every 23 s and 27 s, a body acceleration was produced by male and female players, respectively. Female players covered substantially more distance in the first half but at the expense of lower speed. PMID:29238243
Seeleuthner, Yoann; Mondy, Samuel; Lombard, Vincent; Carradec, Quentin; Pelletier, Eric; Wessner, Marc; Leconte, Jade; Mangot, Jean-François; Poulain, Julie; Labadie, Karine; Logares, Ramiro; Sunagawa, Shinichi; de Berardinis, Véronique; Salanoubat, Marcel; Dimier, Céline; Kandels-Lewis, Stefanie; Picheral, Marc; Searson, Sarah; Pesant, Stephane; Poulton, Nicole; Stepanauskas, Ramunas; Bork, Peer; Bowler, Chris; Hingamp, Pascal; Sullivan, Matthew B; Iudicone, Daniele; Massana, Ramon; Aury, Jean-Marc; Henrissat, Bernard; Karsenti, Eric; Jaillon, Olivier; Sieracki, Mike; de Vargas, Colomban; Wincker, Patrick
2018-01-22
Single-celled eukaryotes (protists) are critical players in global biogeochemical cycling of nutrients and energy in the oceans. While their roles as primary producers and grazers are well appreciated, other aspects of their life histories remain obscure due to challenges in culturing and sequencing their natural diversity. Here, we exploit single-cell genomics and metagenomics data from the circumglobal Tara Oceans expedition to analyze the genome content and apparent oceanic distribution of seven prevalent lineages of uncultured heterotrophic stramenopiles. Based on the available data, each sequenced genome or genotype appears to have a specific oceanic distribution, principally correlated with water temperature and depth. The genome content provides hypotheses for specialization in terms of cell motility, food spectra, and trophic stages, including the potential impact on their lifestyles of horizontal gene transfer from prokaryotes. Our results support the idea that prominent heterotrophic marine protists perform diverse functions in ocean ecology.
Extensive monitoring through multiple blood samples in professional soccer players.
Heisterberg, Mette F; Fahrenkrug, Jan; Krustrup, Peter; Storskov, Anders; Kjær, Michael; Andersen, Jesper L
2013-05-01
The aim of this study was to make a comprehensive gathering of consecutive detailed blood samples from professional soccer players and to analyze different blood parameters in relation to seasonal changes in training and match exposure. Blood samples were collected 5 times during a 6-month period and analyzed for 37 variables in 27 professional soccer players from the best Danish league. Additionally, the players were tested for body composition, V[Combining Dot Above]O2max and physical performance by the Yo-Yo intermittent endurance submax test (IE2). Multiple variations in blood parameters occurred during the observation period, including a decrease in hemoglobin and an increase in hematocrit as the competitive season progressed. Iron and transferrin were stable, whereas ferritin showed a decrease at the end of the season. The immunoglobulin A (IgA) and IgM increased in the period with basal physical training and at the end of the season. Leucocytes decreased with increased physical training. Lymphocytes decreased at the end of the season. The V[Combining Dot Above]O2max decreased toward the end of the season, whereas no significant changes were observed in the IE2 test. The regular blood samples from elite soccer players reveal significant changes that may be related to changes in training pattern, match exposure, or length of the match season. Especially the end of the preparation season and at the end of the competitive season seem to be time points were the blood-derived values indicate that the players are under excessive physical strain and might be more subjected to a possible overreaching-overtraining conditions. We suggest that regular analyses of blood samples could be an important initiative to optimize training adaptation, training load, and game participation, but sampling has to be regular, and a database has to be built for each individual player.
Protection and governance of MPEG-21 music player MAF contents using MPEG-21 IPMP tools
NASA Astrophysics Data System (ADS)
Hendry; Kim, Munchurl
2006-02-01
MPEG (Moving Picture Experts Groups) is currently standardizing Multimedia Application Format (MAF) which targets to provide simple but practical multimedia applications to the industry. One of the interesting and on-going working items of MAF activity is the so-called Music Player MAF which combines MPEG-1/2 layer III (MP3), JPEG image, and metadata into a standard format. In this paper, we propose a protection and governance mechanism to the Music Player MAF by incorporating other MPEG technology, MPEG-21 IPMP (Intellectual Property Management and Protection). We show, in this paper, use-case of the distribution and consumption of this Music Player contents, requirements, and how this protection and governance can be implemented in conjunction with the current Music Player MAF architecture and file system. With the use of MPEG-21 IPMP, the protection and governance to the content of Music Player MAF fulfils flexibility, extensibility, and granular in protection requirements.
Contributions to Pursuit-Evasion Game Theory
NASA Astrophysics Data System (ADS)
Oyler, Dave Wilson
This dissertation studies adversarial conflicts among a group of agents moving in the plane, possibly among obstacles, where some agents are pursuers and others are evaders. The goal of the pursuers is to capture the evaders, where capture requires a pursuer to be either co-located with an evader, or in close proximity. The goal of the evaders is to avoid capture. These scenarios, where different groups compete to accomplish conflicting goals, are referred to as pursuit-evasion games, and the agents are called players. Games featuring one pursuer and one evader are analyzed using dominance, where a point in the plane is said to be dominated by a player if that player is able to reach the point before the opposing players, regardless of the opposing players' actions. Two generalizations of the Apollonius circle are provided. One solves games with environments containing obstacles, and the other provides an alternative solution method for the Homicidal Chauffeur game. Optimal pursuit and evasion strategies based on dominance are provided. One benefit of dominance analysis is that it extends to games with many players. Two foundational games are studied; one features multiple pursuers against a single evader, and the other features a single pursuer against multiple evaders. Both are solved using dominance through a reduction to single pursuer, single evader games. Another game featuring competing teams of pursuers is introduced, where an evader cooperates with friendly pursuers to rendezvous before being captured by adversaries. Next, the assumption of complete and perfect information is relaxed, and uncertainties in player speeds, player positions, obstacle locations, and cost functions are studied. The sensitivity of the dominance boundary to perturbations in parameters is provided, and probabilistic dominance is introduced. The effect of information is studied by comparing solutions of games with perfect information to games with uncertainty. Finally, a pursuit law is developed that requires minimal information and highlights a limitation of dominance regions. These contributions extend pursuit-evasion game theory to a number of games that have not previously been solved, and in some cases, the solutions presented are more amenable to implementation than previous methods.
Characteristics of youth soccer players aged 13–15 years classified by skill level
Malina, Robert M; Ribeiro, Basil; Aroso, João; Cumming, Sean P
2007-01-01
Objective To evaluate the growth, maturity status and functional capacity of youth soccer players grouped by level of skill. Subjects The sample included 69 male players aged 13.2–15.1 years from clubs that competed in the highest division for their age group. Methods Height and body mass of players were measured and stage of pubic hair (PH) was assessed at clinical examination. Years of experience in football were obtained at interview. Three tests of functional capacity were administered: dash, vertical jump and endurance shuttle run. Performances on six soccer‐specific tests were converted to a composite score which was used to classify players into quintiles of skill. Multiple analysis of covariance, controlling for age, was used to test differences among skill groups in experience, growth status and functional capacity, whereas multiple linear regression analysis was used to estimate the relative contributions of age, years of training in soccer, stage of PH, height, body mass, the height×weight interaction and functional capacities to the composite skill score. Results The skill groups differed significantly in the intermittent endurance run (p<0.05) but not in the other variables. Only the difference between the highest and lowest skill groups in the endurance shuttle run was significant. Most players in the highest (12 of 14) and high (11 of 14) skill groups were in stages PH 4 and PH 5. Pubertal status and height accounted for 21% of the variance in the skill score; adding aerobic resistance to the regression increased the variance in skill accounted for to 29%. In both regressions, the coefficient for height was negative. Conclusion Adolescent soccer players aged 13–15 years classified by skill do not differ in age, experience, body size, speed and power, but differ in aerobic endurance, specifically at the extremes of skill. Stage of puberty and aerobic resistance (positive coefficients) and height (negative coefficient) are significant predictors of soccer skill (29% of the total explained variance), highlighting the inter‐relationship of growth, maturity and functional characteristics of youth soccer players. PMID:17224444
Perceived distributed effort in team ball sports.
Beniscelli, Violeta; Tenenbaum, Gershon; Schinke, Robert Joel; Torregrosa, Miquel
2014-01-01
In this study, we explored the multifaceted concept of perceived mental and physical effort in team sport contexts where athletes must invest individual and shared efforts to reach a common goal. Semi-structured interviews were conducted with a convenience sample of 15 Catalan professional coaches (3 women and 12 men, 3 each from the following sports: volleyball, basketball, handball, soccer, and water polo) to gain their views of three perceived effort-related dimensions: physical, psychological, and tactical. From a theoretical thematic analysis, it was found that the perception of effort is closely related to how effort is distributed within the team. Moreover, coaches viewed physical effort in relation to the frequency and intensity of the players' involvement in the game. They identified psychological effort in situations where players pay attention to proper cues, and manage emotions under difficult circumstances. Tactical effort addressed the decision-making process of players and how they fulfilled their roles while taking into account the actions of their teammates and opponents. Based on these findings, a model of perceived distributed effort was developed, which delineates the elements that compose each of the aforementioned dimensions. Implications of perceived distributed effort in team coordination and shared mental models are discussed.
Position-Specific Acceleration and Deceleration Profiles in Elite Youth and Senior Soccer Players.
Vigh-Larsen, Jeppe F; Dalgas, Ulrik; Andersen, Thomas B
2018-04-01
Vigh-Larsen, JF, Dalgas, U, and Andersen, TB. Position-specific acceleration and deceleration profiles in elite youth and senior soccer players. J Strength Cond Res 32(4): 1114-1122, 2018-The purpose of the study was to characterize and compare the position-specific activity profiles of young and senior elite soccer players with special emphasis put on accelerations and decelerations. Eight professional senior matches were tracked using the ZXY tracking system and analyzed for the number of accelerations and decelerations and running distances within different speed zones. Likewise, 4 U19 and 5 U17 matches were analyzed for comparison between youth and senior players. In senior players, the total distance (TD) was 10,776 ± 107 m with 668 ± 28 and 143 ± 10 m being high-intensity running (HIR) and sprinting, respectively. Number of accelerations and decelerations were 81 ± 2 and 84 ± 3, respectively, with central defenders performing the lowest and wide players the highest number. Declines were found between first and second halves for accelerations and decelerations (11 ± 3%), HIR (6 ± 4%), and TD (5 ± 1%), whereas sprinting distance did not differ. U19 players performed a higher number of accelerations, decelerations, and TD compared with senior players. In conclusion, differences in the number and distribution of accelerations and decelerations appeared between player positions, which is of importance when monitoring training and match loads and when prescribing specific training exercises. Furthermore, youth players performed as much high-intensity activities as senior players, indicating that this is not a discriminating physiological parameter between these players.
The Relative Age Effect and Physical Fitness Characteristics in German Male Tennis Players
Ulbricht, Alexander; Fernandez-Fernandez, Jaime; Mendez-Villanueva, Alberto; Ferrauti, Alexander
2015-01-01
The aims of the study were to test: 1) whether the relative age effect (RAE) was prevalent in young (U12-U18) German male tennis players; 2) the potential influence of age and/or skill level on RAE and 3) whether maturity, anthropometric and fitness measures vary according to birth date distribution in elite youth tennis players. For the present study the following male populations were analysed: Overall German population (n = 3.216.811), all players affiliated to the German Tennis Federation (DTB) (n = 120.851), players with DTB official ranking (n = 7165), regional (n = 381) and national (n = 57) squads (11-17 years old), as well as the top 50 German senior players were analyzed. RAEs were more prevalent at higher competitive levels with more players born in the first quarter of the year compared with the reference population for ranked (29.6%), regional (38.1%) and national (42.1%) players. No systematic differences were found in any of the maturity, anthropometric and fitness characteristics of the regional squad players born across different quarters. RAEs are present in the DTB competitive system and it was more pronounced at higher competitive levels. Compared with early born, late born players who were selected into elite squads did not differ in maturation, anthropometric and fitness characteristics. Key points RAEsexist in the selection of youth tennis players in Germany, a greater percentage of players analyzed was born in the 1st quarter compared to all licensed tennis players in the country, and more pronounced with an increased competition level in youth players. Players born later in the selection year and still selected in elite squads were likely to be similar across a range of physical fitness attributes compared with those born earlier in the year. The selection process should be reevaluated and changed to reduce the impact of RAEs on tennis players. PMID:26336351
Player and Game Characteristics and Head Impacts in Female Youth Ice Hockey Players.
Reed, Nick; Taha, Tim; Greenwald, Richard; Keightley, Michelle
2017-08-01
Despite the growing popularity of ice hockey among female youth and interest in the biomechanics of head impacts in sport, the head impacts sustained by this population have yet to be characterized. To describe the number of, biomechanical characteristics of, and exposure to head impacts of female youth ice hockey players during competition and to investigate the influences of player and game characteristics on head impacts. Cohort study. Twenty-seven female youth ice hockey players (mean age = 12.5 ± 0.52 years) wore instrumented ice hockey helmets during 66 ice hockey games over a 3-year period. Data specific to player, game, and biomechanical head impact characteristics were recorded. A multiple regression analysis identified factors most associated with head impacts of greater frequency and severity. A total of 436 total head impacts were sustained during 6924 minutes of active ice hockey participation (0.9 ± 0.6 impacts per player per game; range, 0-2.1). A higher body mass index (BMI) significantly predicted a higher number of head impacts sustained per game (P = .008). Linear acceleration of head impacts was greater in older players and those who played the forward position, had a greater BMI, and spent more time on the ice (P = .008), whereas greater rotational acceleration was present in older players who had a greater BMI and played the forward position (P = .008). During tournament games, increased ice time predicted increased severity of head impacts (P = .03). This study reveals for the first time that head impacts are occurring in female youth ice hockey players, albeit at a lower rate and severity than in male youth ice hockey players, despite the lack of intentional body checking.
Neurodegenerative causes of death among retired National Football League players.
Lehman, Everett J; Hein, Misty J; Baron, Sherry L; Gersic, Christine M
2012-11-06
To analyze neurodegenerative causes of death, specifically Alzheimer disease (AD), Parkinson disease, and amyotrophic lateral sclerosis (ALS), among a cohort of professional football players. This was a cohort mortality study of 3,439 National Football League players with at least 5 pension-credited playing seasons from 1959 to 1988. Vital status was ascertained through 2007. For analysis purposes, players were placed into 2 strata based on characteristics of position played: nonspeed players (linemen) and speed players (all other positions except punter/kicker). External comparisons with the US population used standardized mortality ratios (SMRs); internal comparisons between speed and nonspeed player positions used standardized rate ratios (SRRs). Overall player mortality compared with that of the US population was reduced (SMR 0.53, 95% confidence interval [CI] 0.48-0.59). Neurodegenerative mortality was increased using both underlying cause of death rate files (SMR 2.83, 95% CI 1.36-5.21) and multiple cause of death (MCOD) rate files (SMR 3.26, 95% CI 1.90-5.22). Of the neurodegenerative causes, results were elevated (using MCOD rates) for both ALS (SMR 4.31, 95% CI 1.73-8.87) and AD (SMR 3.86, 95% CI 1.55-7.95). In internal analysis (using MCOD rates), higher neurodegenerative mortality was observed among players in speed positions compared with players in nonspeed positions (SRR 3.29, 95% CI 0.92-11.7). The neurodegenerative mortality of this cohort is 3 times higher than that of the general US population; that for 2 of the major neurodegenerative subcategories, AD and ALS, is 4 times higher. These results are consistent with recent studies that suggest an increased risk of neurodegenerative disease among football players.
Black, Katherine Elizabeth; Black, Alistair David; Baker, Dane; Fairbairn, Kirsty
2018-05-28
There is limited research studying fluid and electrolyte balance in rugby union players, and a paucity of information regarding the test-retest reliability. This study describes the fluid balance of elite rugby union players across multiple squads and the reliability of fluid balance measures between two equivalent training sessions. Sixty-one elite rugby players completed a single fluid balance testing session during a game simulation training session. A subsample of 21 players completed a second fluid balance testing session during an equivalent training session. Players were weighed in minimal clothing before and after each training session. Each player was provided with their own drinks which were weighed before and after each training session. More players gained body weight (9 (14.8%)) during training than lost greater than 2% of their initial body mass (1 (1.6%)). Pre-training body mass and rate of fluid loss were significantly associated (r = 0.318, p = .013). There was a significant correlation between rate of fluid loss in sessions 1 (1.74 ± 0.32 L h -1 ) and 2 (1.10 ± 0.31 L. h -1 ), (r = 0.470, p = .032). This could be useful for nutritionists working with rugby squads to identify players with high sweat losses.
Fuller, Colin W; Taylor, Aileen E; Raftery, Martin
2015-04-01
To assess whether players who cross ≥6 time zones and/or undertake ≥10 h air travel prior to competition experience a higher risk of injury during the Sevens World Series than players not required to undertake this level of travel. Five-year, prospective, cohort study. All players from nine core teams competing in the Sevens World Series from 2008/2009 to 2013/2014. A total of 436 match injuries and 3363 player-match-hours of exposure were recorded in the study, which corresponds to an overall incidence of 129.6 injuries/1000 player-match-hours, irrespective of the nature of pretournament travel. The incidence of injury for those players crossing ≥6 time zones and undertaking ≥10 h air travel prior to competition (99.3 injuries/1000 player-match-hours) was significantly lower than that of players undertaking ≥10 h air travel but crossing ≤2 time zones prior to competition (148.8 injuries/1000 player-match-hours; p=0.003) and of those undertaking ≤3 h air travel and crossing ≤2 time zones prior to competition (146.4 injuries/1000 player-match-hours; p=0.004). There was no significant difference in the incidence of injury for players crossing ≤2 time zones in the week prior to competition, irrespective of whether the length of air travel was ≤3 h or ≥10 h (p=0.904). Precompetition air travel had no significant effect (p=0.879) on the performance of teams in terms of their final Tournament ranking positions. There was no evidence to suggest that players were exposed to a greater risk of injury following extensive air travel and crossing multiple time zones prior to Tournaments in the Sevens World Series. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.
Colonic transit in soccer players.
Sesboüé, B; Arhan, P; Devroede, G; Lecointe-Besançon, I; Congard, P; Bouchoucha, M; Fabre, J
1995-04-01
To evaluate the effects of exercise on colonic function, we measured total and segmental transit times in 11 male soccer players and nine male radiology student technicians. Diet was kept constant in all subjects, who maintained their normal activities. For the soccer players, normal activities included 15 h of training and one match each week. Transit times were measured with radioopaque markers, using the multiple-ingestion, single-radiograph technique. No overall difference in large bowel transit was observed between the two groups. Right colon transit was considerably slower in the soccer players, whereas left colon and rectal transit were slightly accelerated. We conclude that an intensive sport activity only modifies regional differences in large bowel function. This may be of importance in extreme conditions, such as those experienced by marathon runners. Data should be obtained before prescribing exercise to treat constipation.
What Would a State of the Art Instructional Video Game Look like?
ERIC Educational Resources Information Center
Gee, J. P.
2005-01-01
A good instructional game, like many good commercial games, should be built around what the author calls "authentic professionalism." In such games, skills, knowledge, and values are distributed between the virtual characters and the real-world player in a way that allows the player to experience first-hand how members of that profession think,…
Collins, Emily; Freeman, Jonathan
2014-03-01
Action video game players have been found to outperform nonplayers on a variety of cognitive tasks. However, several failures to replicate these video game player advantages have indicated that this relationship may not be straightforward. Moreover, despite the discovery that problematic video game players do not appear to demonstrate the same superior performance as nonproblematic video game players in relation to multiple object tracking paradigms, this has not been investigated for other tasks. Consequently, this study compared gamers and nongamers in task switching ability, visual short-term memory, mental rotation, enumeration, and flanker interference, as well as investigated the influence of self-reported problematic video game use. A total of 66 participants completed the experiment, 26 of whom played action video games, including 20 problematic players. The results revealed no significant effect of playing action video games, nor any influence of problematic video game play. This indicates that the previously reported cognitive advantages in video game players may be restricted to specific task features or samples. Furthermore, problematic video game play may not have a detrimental effect on cognitive performance, although this is difficult to ascertain considering the lack of video game player advantage. More research is therefore sorely needed.
The relative age effect reversal among the National Hockey League elite
Gibbs, Benjamin G.; Jarvis, Jonathan A.; Rossi, Giambattista
2017-01-01
Like many sports in adolescence, junior hockey is organized by age groups. Typically, players born after December 31st are placed in the subsequent age cohort and as a result, will have an age advantage over those players born closer to the end of the year. While this relative age effect (RAE) has been well-established in junior hockey and other professional sports, the long-term impact of this phenomenon is not well understood. Using roster data on North American National Hockey League (NHL) players from the 2008–2009 season to the 2015–2016 season, we document a RAE reversal—players born in the last quarter of the year (October-December) score more and command higher salaries than those born in the first quarter of the year. This reversal is even more pronounced among the NHL “elite.” We find that among players in the 90th percentile of scoring, those born in the last quarter of the year score about 9 more points per season than those born in the first quarter. Likewise, elite players in the 90th percentile of salary who are born in the last quarter of the year earn 51% more pay than players born at the start of the year. Surprisingly, compared to players at the lower end of the performance distribution, the RAE reversal is about three to four times greater among elite players. PMID:28806751
The Relative Age Effect in German Elite Youth Soccer: Implications for a Successful Career.
Skorski, Sabrina; Skorski, Stefan; Faude, Oliver; Hammes, Daniel; Meyer, Tim
2016-04-01
To investigate whether anthropometric profiles and fitness measures vary according to birth-date distribution in the German national youth soccer teams and to analyze whether there is a difference in the chance of becoming a professional soccer player depending on birth quarter (BQ). First, 554 players were divided into 6 age groups (U16-U21), each subdivided into 4 BQs. Every player performed at least one 30-m sprint, a countermovement jump, and an incremental test to determine individual anaerobic threshold. For players performing more than 1 test within a team, the best 1 was included. Since some players were part of several different teams, a total of 832 data sets from 495 individual soccer players, all born from 1987 to 1995, divided into 6 age categories (U16-U21) were included. Overall, more players were born in BQ1 than in all other BQs (P < .05). No significant difference between BQs could be observed in any anthropometric or performance characteristics (P > .18). Players born in BQ4 were more likely to become professional than those born in BQ1 (odds ratio 3.04, confidence limits 1.53-6.06). A relative age effect exists in elite German youth soccer, but it is not explained by an advantage in anthropometric or performance-related parameters. Younger players selected into national teams have a greater chance to become professionals later in their career.
Effects of adaptive degrees of trust on coevolution of quantum strategies on scale-free networks.
Li, Qiang; Chen, Minyou; Perc, Matjaž; Iqbal, Azhar; Abbott, Derek
2013-10-15
We study the impact of adaptive degrees of trust on the evolution of cooperation in the quantum prisoner's dilemma game. In addition to the strategies, links between players are also subject to evolution. Starting with a scale-free interaction network, players adjust trust towards their neighbors based on received payoffs. The latter governs the strategy adoption process, while trust governs the rewiring of links. As soon as the degree of trust towards a neighbor drops to zero, the link is rewired to another randomly chosen player within the network. We find that for small temptations to defect cooperators always dominate, while for intermediate and strong temptations a single quantum strategy is able to outperform all other strategies. In general, reciprocal trust remains within close relationships and favors the dominance of a single strategy. Due to coevolution, the power-law degree distributions transform to Poisson distributions.
Effects of adaptive degrees of trust on coevolution of quantum strategies on scale-free networks
NASA Astrophysics Data System (ADS)
Li, Qiang; Chen, Minyou; Perc, Matjaž; Iqbal, Azhar; Abbott, Derek
2013-10-01
We study the impact of adaptive degrees of trust on the evolution of cooperation in the quantum prisoner's dilemma game. In addition to the strategies, links between players are also subject to evolution. Starting with a scale-free interaction network, players adjust trust towards their neighbors based on received payoffs. The latter governs the strategy adoption process, while trust governs the rewiring of links. As soon as the degree of trust towards a neighbor drops to zero, the link is rewired to another randomly chosen player within the network. We find that for small temptations to defect cooperators always dominate, while for intermediate and strong temptations a single quantum strategy is able to outperform all other strategies. In general, reciprocal trust remains within close relationships and favors the dominance of a single strategy. Due to coevolution, the power-law degree distributions transform to Poisson distributions.
NASA Astrophysics Data System (ADS)
Bouleau, Nicolas; Chorro, Christophe
2017-08-01
In this paper we consider some elementary and fair zero-sum games of chance in order to study the impact of random effects on the wealth distribution of N interacting players. Even if an exhaustive analytical study of such games between many players may be tricky, numerical experiments highlight interesting asymptotic properties. In particular, we emphasize that randomness plays a key role in concentrating wealth in the extreme, in the hands of a single player. From a mathematical perspective, we interestingly adopt some diffusion limits for small and high-frequency transactions which are otherwise extensively used in population genetics. Finally, the impact of small tax rates on the preceding dynamics is discussed for several regulation mechanisms. We show that taxation of income is not sufficient to overcome this extreme concentration process in contrast to the uniform taxation of capital which stabilizes the economy and prevents agents from being ruined.
Prevalence of dental trauma and use of mouthguards in rugby union players.
Ilia, E; Metcalfe, K; Heffernan, M
2014-12-01
There is a high prevalence of orofacial trauma in rugby union players. Mouthguards reduce complications following dental injuries, should dental injuries occur. The aim of this study was to investigate the prevalence of oral trauma and the significance of mouthguard use in adult amateur rugby union players in New South Wales, Australia. Questionnaires were distributed to players in rugby union clubs. It questioned players about their mouthguard use and orofacial trauma experience; the type of injury, complications, if a mouthguard was worn, where treatment was sought and outcome. The prevalence of orofacial trauma in rugby union players is 64.9%. The most common injury was laceration to intraoral and extraoral soft tissues at 44.5%. Of all orofacial injuries reported, 41.9% were to the dentition. Following dental injury, loss of the tooth was the most common complication (34.7%). 76.9% of players wore mouthguards. By wearing a mouthguard, the risk reduction for ongoing complications following dental injuries was 18.5% (p-value = 0.009). Of these, 10.4% (p-value = 0.45) represented loss of the tooth. Rates of orofacial trauma and complications in amateur rugby union players are high in Australia. Use of mouthguards results in significant risk reduction for complications following dental injuries, including loss of tooth. © 2014 Australian Dental Association.
Salzmann, Gian M.; Preiss, Stefan; Zenobi-Wong, Marcy; Harder, Laurent P.; Maier, Dirk; Dvorák, Jirí
2016-01-01
Football is currently the most popular sporting activity in the world. Multiple reports have shown that a high incidence of osteoarthritis is found in football players. Evidence clearly shows that traumatic injury significantly predisposes players for such pathophysiology. Injuries are frequent in amateur as well as professional football players, with knee and ankle accounting for the most severe injuries. Many professional athletes lose playing time due to injuries and many are forced into early retirement. Posttraumatic osteoarthritis is a common finding among ex-football players with numbers well above the normal population. Today’s surgical techniques are advanced and capable of restoring the joint to a certain extent. However, a restitution ad integrum is reached only in very rare cases. Professional football players that return to play after serious injuries perform their extremely strenuous activity on morphologically compromised joints. Incomplete rehabilitation and pressure to return to play after an injurious event clearly put the athlete at an even higher risk for joint degeneration. Prevention strategies, improved surgical management, strict rehabilitation, as well as future aspects such as early suppression of inflammation, personalized medicine, and predictive genomics DNA profiling are needed to reduce incidence and improve the health perspectives of football players. PMID:28345409
Multani, Namita; Goswami, Ruma; Khodadadi, Mozhgan; Ebraheem, Ahmed; Davis, Karen D; Tator, Charles H; Wennberg, Richard; Mikulis, David J; Ezerins, Leo; Tartaglia, Maria Carmela
2016-07-01
Retired professional athletes, who have suffered repetitive concussions, report symptoms of depression, anxiety, and memory impairment over time. Moreover, recent imaging data suggest chronic white-matter tract deterioration in sport-related concussion. The aim of this study is to evaluate the impact of repetitive concussions in retired professional football players on white-matter tracts, and relate these changes to neuropsychological function. All subjects (18 retired professional football players and 17 healthy controls) underwent imaging, neuropsychological assessment, and reported on concussion-related symptoms. Whole brain tract-based spatial statistics analysis revealed increased axial diffusivity in the right hemisphere of retired players in the (1) superior longitudinal fasciculus (SLF), (2) corticospinal tract, and (3) anterior thalamic radiations, suggesting chronic axonal degeneration in these tracts. Moreover, retired players report significantly higher neuropsychiatric and cognitive symptoms than healthy controls, and worsening of these symptoms since their last concussion. Loss of integrity in the right SLF significantly correlated with participants' visual learning ability. In sum, these results suggest that repetitive concussions in retired professional football players are associated with focal white-matter tract abnormalities that could explain some of the neuropsychiatric symptoms and cognitive deficits experienced by these retired athletes.
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Amen, Daniel G; Willeumier, Kristen; Omalu, Bennet; Newberg, Andrew; Raghavendra, Cauligi; Raji, Cyrus A
2016-04-25
National Football League (NFL) players are exposed to multiple head collisions during their careers. Increasing awareness of the adverse long-term effects of repetitive head trauma has raised substantial concern among players, medical professionals, and the general public. To determine whether low perfusion in specific brain regions on neuroimaging can accurately separate professional football players from healthy controls. A cohort of retired and current NFL players (n = 161) were recruited in a longitudinal study starting in 2009 with ongoing interval follow up. A healthy control group (n = 124) was separately recruited for comparison. Assessments included medical examinations, neuropsychological tests, and perfusion neuroimaging with single photon emission computed tomography (SPECT). Perfusion estimates of each scan were quantified using a standard atlas. We hypothesized that hypoperfusion particularly in the orbital frontal, anterior cingulate, anterior temporal, hippocampal, amygdala, insular, caudate, superior/mid occipital, and cerebellar sub-regions alone would reliably separate controls from NFL players. Cerebral perfusion differences were calculated using a one-way ANOVA and diagnostic separation was determined with discriminant and automatic linear regression predictive models. NFL players showed lower cerebral perfusion on average (p < 0.01) in 36 brain regions. The discriminant analysis subsequently distinguished NFL players from controls with 90% sensitivity, 86% specificity, and 94% accuracy (95% CI 95-99). Automatic linear modeling achieved similar results. Inclusion of age and clinical co-morbidities did not improve diagnostic classification. Specific brain regions commonly damaged in traumatic brain injury show abnormally low perfusion on SPECT in professional NFL players. These same regions alone can distinguish this group from healthy subjects with high diagnostic accuracy. This study carries implications for the neurological safety of NFL players.
Amen, Daniel G.; Willeumier, Kristen; Omalu, Bennet; Newberg, Andrew; Raghavendra, Cauligi; Raji, Cyrus A.
2016-01-01
Background: National Football League (NFL) players are exposed to multiple head collisions during their careers. Increasing awareness of the adverse long-term effects of repetitive head trauma has raised substantial concern among players, medical professionals, and the general public. Objective: To determine whether low perfusion in specific brain regions on neuroimaging can accurately separate professional football players from healthy controls. Method: A cohort of retired and current NFL players (n = 161) were recruited in a longitudinal study starting in 2009 with ongoing interval follow up. A healthy control group (n = 124) was separately recruited for comparison. Assessments included medical examinations, neuropsychological tests, and perfusion neuroimaging with single photon emission computed tomography (SPECT). Perfusion estimates of each scan were quantified using a standard atlas. We hypothesized that hypoperfusion particularly in the orbital frontal, anterior cingulate, anterior temporal, hippocampal, amygdala, insular, caudate, superior/mid occipital, and cerebellar sub-regions alone would reliably separate controls from NFL players. Cerebral perfusion differences were calculated using a one-way ANOVA and diagnostic separation was determined with discriminant and automatic linear regression predictive models. Results: NFL players showed lower cerebral perfusion on average (p < 0.01) in 36 brain regions. The discriminant analysis subsequently distinguished NFL players from controls with 90% sensitivity, 86% specificity, and 94% accuracy (95% CI 95-99). Automatic linear modeling achieved similar results. Inclusion of age and clinical co-morbidities did not improve diagnostic classification. Conclusion: Specific brain regions commonly damaged in traumatic brain injury show abnormally low perfusion on SPECT in professional NFL players. These same regions alone can distinguish this group from healthy subjects with high diagnostic accuracy. This study carries implications for the neurological safety of NFL players. PMID:27128374
Neural strategies for selective attention distinguish fast-action video game players.
Krishnan, Lavanya; Kang, Albert; Sperling, George; Srinivasan, Ramesh
2013-01-01
We investigated the psychophysical and neurophysiological differences between fast-action video game players (specifically first person shooter players, FPS) and non-action players (role-playing game players, RPG) in a visual search task. We measured both successful detections (hit rates) and steady-state visually evoked EEG potentials (SSVEPs). Search difficulty was varied along two dimensions: number of adjacent attended and ignored regions (1, 2 and 4), and presentation rate of novel search arrays (3, 8.6 and 20 Hz). Hit rates decreased with increasing presentation rates and number of regions, with the FPS players performing on average better than the RPG players. The largest differences in hit rate, between groups, occurred when four regions were simultaneously attended. We computed signal-to-noise ratio (SNR) of SSVEPs and used partial least squares regression to model hit rates, SNRs and their relationship at 3 Hz and 8.6 Hz. The following are the most significant results: RPG players' parietal responses to the attended 8.6 Hz flicker were predictive of hit rate and were positively correlated with it, indicating attentional signal enhancement. FPS players' parietal responses to the ignored 3 Hz flicker were predictive of hit rate and were positively correlated with it, indicating distractor suppression. Consistent with these parietal responses, RPG players' frontal responses to the attended 8.6 Hz flicker, increased as task difficulty increased with number of regions; FPS players' frontal responses to the ignored 3 Hz flicker increased with number of regions. Thus the FPS players appear to employ an active suppression mechanism to deploy selective attention simultaneously to multiple interleaved regions, while RPG primarily use signal enhancement. These results suggest that fast-action gaming can affect neural strategies and the corresponding networks underlying attention, presumably by training mechanisms of distractor suppression.
Directional learning and the provisioning of public goods.
Nax, Heinrich H; Perc, Matjaž
2015-01-26
We consider an environment where players are involved in a public goods game and must decide repeatedly whether to make an individual contribution or not. However, players lack strategically relevant information about the game and about the other players in the population. The resulting behavior of players is completely uncoupled from such information, and the individual strategy adjustment dynamics are driven only by reinforcement feedbacks from each player's own past. We show that the resulting "directional learning" is sufficient to explain cooperative deviations away from the Nash equilibrium. We introduce the concept of k-strong equilibria, which nest both the Nash equilibrium and the Aumann-strong equilibrium as two special cases, and we show that, together with the parameters of the learning model, the maximal k-strength of equilibrium determines the stationary distribution. The provisioning of public goods can be secured even under adverse conditions, as long as players are sufficiently responsive to the changes in their own payoffs and adjust their actions accordingly. Substantial levels of public cooperation can thus be explained without arguments involving selflessness or social preferences, solely on the basis of uncoordinated directional (mis)learning.
Strangers and Friends: Collaborative Play in World of Warcraft
NASA Astrophysics Data System (ADS)
Nardi, Bonnie; Harris, Justin
We analyze collaborative play in an online video game, World of Warcraft, the most popular multiplayer video game with 11 million players in Asia, North America, Europe, and Australia. Based on an immersive ethnographic study, we describe how the social organization of the game and player culture affect players' enjoyment and learning of the game. We discovered that play is characterized by a multiplicity of collaborations from brief informal encounters to highly organized play in structured groups. The variety of collaborations makes the game more fun and provides rich learning opportunities. We contrast these varied collaborations, including those with strangers, to the “gold standard” of Gemeinschaft-like communities of close relations in tightknit groups.
Age differences in change-of-direction performance and its subelements in female football players.
Hirose, Norikazu; Nakahori, Chikako
2015-05-01
To describe cross-sectional age differences in change-of-direction performance (CODp) in female football players and investigate the relationship between CODp and linear-sprint speed, muscle power, and body size. A sample of 135 well-trained female football players was divided into 8 age groups. Anthropometry (height, body mass, and lean body mass) and athletic performance (10-m sprint speed, 10-m×5-CODp, and 5-step bounding distance) were compared to determine interage differences using ANOVA. Then, the participants were divided into 3 age groups: 12- to 14-y-olds, 15- to 17-y-olds, and ≥18 y-olds. Simple- and multiple-regression analyses were conducted to determine the correlation between CODp and the other measurement variables in each age group. Age-related differences were found for CODp (F=10.41, P<.01), sprint speed (F=3.27, P<.01), and bounding distance (F=4.20, P<.01). Post hoc analysis revealed that the CODp of 17-y-old players was faster than that of 16-y-old players (P<.01), with no interage differences in sprint speed and bounding distance. Sprint speed and bounding distance were weakly correlated with CODp in 15- to ≥18-y-old players, but only sprint speed was correlated with CODp in 12- to 14-y-old players. CODp improves from 16 to 17 y of age in female players. Linear-sprint speed, muscle power, and body size were weakly correlated with the age differences in CODp.
Bougault, Valérie; Drouard, François; Legall, Franck; Dupont, Grégory; Wallaert, Benoit
2017-09-01
A high prevalence of respiratory allergies and exercise-induced bronchoconstriction (EIB) has been reported among endurance athletes. This study was designed to analyze the frequency of sensitization to respiratory allergens and EIB in young soccer players. Prospective cohort design. Youth academy and reserve professional soccer team during the seasons 2012 to 2013 and 2013 to 2014. Eighty-five soccer players (mean age: 20 ± 4 years) participated. Players underwent skin prick tests (SPTs) during the seasons 2012 to 2013 and 2013 to 2014. Spirometry and a eucapnic voluntary hyperpnea test were performed on soccer players during the first season 2012 to 2013 (n = 51) to detect EIB. Two self-administered questionnaires on respiratory history and allergic symptoms (European Community Respiratory Health Survey and Allergy Questionnaire for Athletes) were also distributed during both seasons (n = 59). The number of positive SPTs, exercise-induced respiratory symptoms, presence of asthma, airway obstruction, and EIB. Forty-nine percent of players were sensitized to at least one respiratory allergen, 33% reported an allergic disease, 1 player presented airway obstruction at rest, and 16% presented EIB. Factors predictive of EIB were self-reported exercise-induced symptoms and sensitization to at least 5 allergens. Questioning players about exercise-induced respiratory symptoms and allergies as well as spirometry at the time of the inclusion medical checkup would improve management of respiratory health of soccer players and would constitute inexpensive preliminary screening to select players requiring indirect bronchial provocation test or SPTs. This study showed that despite low frequencies, EIB and allergies are underdiagnosed and undertreated in young soccer players.
Honjo, Keita; Satake, Akiko
2014-02-07
Many governmental and non-governmental organizations have distributed insecticide-treated nets (ITNs) to malaria endemic areas, which contributed to the reduction of malaria deaths. However, some people in malaria endemic areas used ITNs for alternative purposes such as fishery and agriculture. It is unclear why people threatened by malaria misuse ITNs. Here we develop a N-player mosquito net game, and theoretically show that the misuse of ITNs might be underpinned by individual and social rationality. In the mosquito net game, each player uses ITNs for malaria prevention or alternative purposes. The proper ITN use decreases the probability of malaria infection, while the improper ITN use increases the player's labor productivity. Each player's expected payoff is influenced by other players' strategies. We found that the misuse of ITNs can be a Pareto efficient Nash equilibrium. The maximum number of players using ITNs for malaria prevention is limited by insecticidal effectiveness of ITNs and extra income from ITN misuse. Furthermore, we found that players in a low-income community are attracted to the misuse of ITNs even if the probability of malaria infection is high. Introduction of a tax on ITN misuse was shown to be effective to motivate the players to use ITNs for malaria prevention. Our results demonstrate that understanding decision making of people in malaria endemic areas is essential to design more effective malaria control programs. © 2013 Published by Elsevier Ltd. All rights reserved.
Yilmaz Soylu, Meryem; Bruning, Roger H
2016-01-01
This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne's model of self-regulation (Winne, 2001) guided the study. The main assumption of this study was that expert video game players used more processes of self-regulation than the less-expert players. We surveyed 143 college students about their game playing frequency, habits, and use of self-regulation. Data analysis indicated that while playing recreational video games, expert gamers self-regulated more than moderately expert and non-expert players and moderately expert players used more processes of self-regulation than non-experts. Semi-structured interviews also were conducted with selected participants at each of the expertise levels. Qualitative follow-up analyses revealed five themes: (1) characteristics of expert video gamers, (2) conditions for playing a video game, (3) figuring out a game, (4) how gamers act and, (5) game context. Overall, findings indicated that playing a video game is a highly self-regulated activity and that becoming an expert video game player mobilizes multiple sets of self-regulation related skills and processes. These findings are seen as promising for educators desiring to encourage student self-regulation, because they indicate the possibility of supporting students via recreational video games by recognizing that their play includes processes of self-regulation.
Yilmaz Soylu, Meryem; Bruning, Roger H.
2016-01-01
This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne's model of self-regulation (Winne, 2001) guided the study. The main assumption of this study was that expert video game players used more processes of self-regulation than the less-expert players. We surveyed 143 college students about their game playing frequency, habits, and use of self-regulation. Data analysis indicated that while playing recreational video games, expert gamers self-regulated more than moderately expert and non-expert players and moderately expert players used more processes of self-regulation than non-experts. Semi-structured interviews also were conducted with selected participants at each of the expertise levels. Qualitative follow-up analyses revealed five themes: (1) characteristics of expert video gamers, (2) conditions for playing a video game, (3) figuring out a game, (4) how gamers act and, (5) game context. Overall, findings indicated that playing a video game is a highly self-regulated activity and that becoming an expert video game player mobilizes multiple sets of self-regulation related skills and processes. These findings are seen as promising for educators desiring to encourage student self-regulation, because they indicate the possibility of supporting students via recreational video games by recognizing that their play includes processes of self-regulation. PMID:27729881
Life after the game--injury profile of past elite Australian football players.
King, Tyler; Rosenberg, Michael; Braham, Rebecca; Ferguson, Renee; Dawson, Brian
2013-07-01
To investigate the long-term health and well-being of past elite Australian Football League (AFL) players, with particular emphasis on the effect of playing injuries on current lifestyle. Cross sectional survey. A health and well-being survey, completed by past AFL players (n=592) with mean (±SD) age of 55.1 y (±15.8) and playing career of 7.7 y (±4.1) sought information on demographics, education and employment, subjective well-being, lifestyle behaviours, physical health, disease prevalence, community and social structures, and playing history. A majority of past players experienced serious injuries (76%) and concussion (73%) throughout their career, both increasing significantly with the number of games played. Of those who received injuries, 60% require on-going treatment, yet only 6% receive treatment costs covered by their club or the AFL Players' Association. A large proportion (64%) of respondents are affected in daily life from previous AFL injuries. AFL careers are compounded by high injury rates, including loss of consciousness with a high incidence of multiple concussions amongst those players reporting a serious injury. Greater number of injuries received will further the likelihood of requiring on-going treatment and being affected later in life. Additional research and planning may be important in assisting other improvements in the quality of life of past AFL players. Copyright © 2012 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.
Does player time-in-game affect tackle technique in elite level rugby union?
Tierney, Gregory J; Denvir, Karl; Farrell, Garreth; Simms, Ciaran K
2018-02-01
It has been hypothesised that fatigue may be a major factor in tackle-related injury risk in rugby union and hence more injuries occur in the later stages of a game. The aim of this study is to identify changes in ball carrier or tackler proficiency characteristics, using elite level match video data, as player time-in-game increases. Qualitative observational cohort study. Three 2014/15 European Rugby Champions Cup games were selected for ball carrier and tackler proficiency analysis. Analysis was only conducted on players who started and remained on the field for the entire game. A separate analysis was conducted on 10 randomly selected 2014/15 European Rugby Champions Cup/Pro 12 games to assess the time distribution of tackles throughout a game. A Chi-square test and one-way way ANOVA with post-hoc testing was conducted to identify significant differences (p<0.05) for proficiency characteristics and tackle counts between quarters in the game, respectively. Player time-in-game did not affect tackle proficiency for both the ball carrier and tackler. Any results that showed statistical significance did not indicate a trend of deterioration in proficiency with increased player time-in-game. The time distribution of tackles analysis indicated that more tackles occurring in the final quarter of the game than the first (p=0.04) and second (p=<0.01). It appears that player time-in-game does not affect tackler or ball carrier tackle technique proficiency at the elite level. More tackles occurring in the final quarter of a game provides an alternative explanation to more tackle-related injuries occurring at this stage. Copyright © 2017 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.
Phibbs, Padraic J; Jones, Ben; Roe, Gregory; Read, Dale; Darrall-Jones, Joshua; Weakley, Jonathon; Rock, Andrew; Till, Kevin
2018-04-01
The aims of this study were to determine the variability of weekly match and training loads in adolescent rugby union players across a competitive season, and to investigate the effect of match frequency on load distribution across different activities. Internal match and training load data (i.e. session-rating of perceived exertion (sRPE)) were collected daily from 20 players from a regional academy across a 14-week season. Data were analysed using a mixed-effects linear model, and variability was reported as a coefficient of variation (CV). Differences between 0-, 1-, 2-, and 3-match weeks were assessed using Cohen's d effect sizes and magnitude-based inferences. Mean weekly total match and training sRPE load was 1425 ± 545 arbitrary units (AU), with a between-player CV of 10 ± 6% and within-player CV of 37 ± 3%. Mean week-to-week change in total sRPE load was 497 ± 423 AU (35%), and 40% of weekly observations were outside the suggested acute:chronic workload ratio 'safe zone'. Total weekly sRPE loads increased substantially with match frequency (1210 ± 571, 1511 ± 489, and 1692 ± 517 AU, for 0-, 1-, and 2-match weeks, respectively), except for 3-match weeks (1520 ± 442 AU). Weekly match and training loads were highly variable for adolescent rugby players during the competitive season, and match frequency has a substantial effect on the distribution of loads. Therefore, match and training loads should be coordinated, monitored, and managed on an individual basis to protect players from negative training consequences, and to promote long-term athlete development.
Ric, Angel; Torrents, Carlota; Gonçalves, Bruno; Torres-Ronda, Lorena; Sampaio, Jaime; Hristovski, Robert
2017-01-01
The analysis of positional data in association football allows the spatial distribution of players during matches to be described in order to improve the understanding of tactical-related constraints on the behavioural dynamics of players. The aim of this study was to identify how players' spatial restrictions affected the exploratory tactical behaviour and constrained the perceptual-motor workspace of players in possession of the ball, as well as inter-player passing interactions. Nineteen professional outfield male players were divided into two teams of 10 and 9 players, respectively. The game was played under three spatial constraints: a) players were not allowed to move out of their allocated zones, except for the player in possession of the ball; b) players were allowed to move to an adjacent zone, and; c) non-specific spatial constraints. Positional data was captured using a 5 Hz interpolated GPS tracking system and used to define the configuration states of players for each second in time. The configuration state comprised 37 categories derived from tactical actions, distance from the nearest opponent, distance from the target and movement speed. Notational analysis of players in possession of the ball allowed the mean time of ball possession and the probabilities of passing the ball between players to be calculated. The results revealed that the players' long-term exploratory behaviour decreased and their short-term exploration increased when restricting their space of interaction. Relaxing players' positional constraints seemed to increase the speed of ball flow dynamics. Allowing players to move to an adjacent sub-area increased the probabilities of interaction with the full-back during play build-up. The instability of the coordinative state defined by being free from opponents when players had the ball possession was an invariant feature under all three task constraints. By allowing players to move to adjacent sub-areas, the coordinative state became highly unstable when the distance from the target decreased. Ball location relative to the scoring zone and interpersonal distance constitute key environmental information that constrains the players' coordinative behaviour. Based on our results, dynamic overlap is presented as a good option to capture tactical performance. Moreover, the selected collective (i.e. relational) variables would allow coaches to identify the effects of training drills on teams and players' behaviour. More research is needed considering these type variables to understand how the manipulation of constraints induce a more stable or flexible dynamical structure of tactical behaviour.
Doubly Disadvantaged? The Relative Age Effect in Poland’s Basketball Players
Rubajczyk, Krystian; Świerzko, Kamil; Rokita, Andrzej
2017-01-01
The aim of this study was to identify the relative age effect (RAE) in young Polish male (n = 3849) and female (n = 3419) basketball players aged 14 to 22 years competing in the elite games of the Polish Youth Championships. The distribution of birth dates, body height, players’ match statistics, and the results of teams participating in championships were identified. The RAE was observed in male and female group, regardless of players age. Nevertheless, the greatest disproportion in the distribution of dates of birth was found in U16 group of boys (V = 0.25, p < 0.0001). Significant differences in body height were identified in U14 and U16 groups of boys (p < 0.0001) and U14 group of girls (p < 0.01). The RAE was the most detrimental in the group of boys from teams ranked 9th or lower (p < 0.0001). The groups of male and female basketball players from the top 3 teams had the highest average body height (p < 0.001). In U14 boys, significantly higher match results and performance index ratings (PIR) were observed for players born in the first half of a calendar year. The research results show the impact of the RAE on the success of youth basketball teams in Poland. The month of birth, body height and sex may determine sporting achievements in youth basketball. Coaches should consider the chronological age and pubertal growth acceleration (APHV-age at peak height velocity) of players to optimize the process of identifying gifted basketball players, especially among boys of 14 years of age. Key points The RAE was identified in all groups competing in the elite games of the Polish Youth Championships. Height averages were the highest in the group of male and female players from the top 3 teams. The research results show the impact of the RAE on the success of youth basketball teams in Poland. It is necessary to create comprehensive strategies to minimize the RAE phenomenon in basketball, for each sex separately. PMID:28630582
Biological auctions with multiple rewards
Reiter, Johannes G.; Kanodia, Ayush; Gupta, Raghav; Nowak, Martin A.; Chatterjee, Krishnendu
2015-01-01
The competition for resources among cells, individuals or species is a fundamental characteristic of evolution. Biological all-pay auctions have been used to model situations where multiple individuals compete for a single resource. However, in many situations multiple resources with various values exist and single reward auctions are not applicable. We generalize the model to multiple rewards and study the evolution of strategies. In biological all-pay auctions the bid of an individual corresponds to its strategy and is equivalent to its payment in the auction. The decreasingly ordered rewards are distributed according to the decreasingly ordered bids of the participating individuals. The reproductive success of an individual is proportional to its fitness given by the sum of the rewards won minus its payments. Hence, successful bidding strategies spread in the population. We find that the results for the multiple reward case are very different from the single reward case. While the mixed strategy equilibrium in the single reward case with more than two players consists of mostly low-bidding individuals, we show that the equilibrium can convert to many high-bidding individuals and a few low-bidding individuals in the multiple reward case. Some reward values lead to a specialization among the individuals where one subpopulation competes for the rewards and the other subpopulation largely avoids costly competitions. Whether the mixed strategy equilibrium is an evolutionarily stable strategy (ESS) depends on the specific values of the rewards. PMID:26180069
Harrigan, K; Dixon, M; Brown, D
2015-06-01
We simulated the commercially available multi-line slot machine game "Money Storm," including its bonus wins. Our results show that after a specified amount of time (such as 1 or 50 h), when players played a single line, there were marked differences between one player and the next-a few won a lot, others lost far more than average. When playing 20 lines there were fewer big winners and fewer players quickly losing a large percentage of their money. We simulated a Gambler's Ruin scenario whereby players arrived with $100 and made $1 wagers until broke. Again we saw a reduction in the variability among player as the number of lines wagered increased, fewer players lost their entire bankroll quickly, and fewer players had big wins. The bonus wins in Money Storm contribute approximately 24% to the payback of the game, and our simulations of bonus wins shows that with 20 lines wagered the players spend approximately 11% of their time in bonus wins. With one line wagered, there are no losses disguised as wins while with 20 lines wagered the majority of hits are losses disguised as wins. Players using multi-line machines can thus tune the characteristics of the machine gambling experience to match their preferred pattern, though most seem in practice to bet on the most possible lines. Our results serve to inform researchers, counsellors, gamblers and others about how slot machines are designed, and the effect that wagering on multiple lines has on short-term and long-term play, bonus wins, and losses disguised as wins.
Somatotype, Level of Competition, and Performance in Attack in Elite Male Volleyball
Giannopoulos, Nikiforos; Vagenas, George; Noutsos, Konstantinos; Barzouka, Karolina; Bergeles, Nikolaos
2017-01-01
Abstract This study investigated the relationship between somatotype, level of competition, and performance in attack in elite level male volleyball players. The objective was to test for the potential covariation of competition level (Division A1 vs. A2) and playing position (hitters vs. centers vs. opposites) considering performance in attack. Anthropometric, body composition and somatotype variables were measured according to the Heath-Carter method. The attack actions of 144 players from 48 volleyball matches were analyzed and their performance was rated using a 5-point numerical scale. Results showed that players of Division A1 were taller, heavier, more muscular, and less endomorphic compared to those of Division A2. MANOVA and follow-up discriminant function analysis revealed somatotype differences among playing positions with centers and opposites being endomorph-ectomorph and hitters being central. Centers performed constantly better than hitters and opposites regardless of the division and somatotype. Multiple linear regression analysis showed that variables defining ectomorph and endomorph players, centers, and players of Division A1 significantly determined the relative performance superiority and were able to explain the variation in performance by almost 25%. These results could be taken into account by coaches when assigning players to particular playing positions or when designing individualized position-specific training programs. PMID:28828084
Somatotype, Level of Competition, and Performance in Attack in Elite Male Volleyball.
Giannopoulos, Nikiforos; Vagenas, George; Noutsos, Konstantinos; Barzouka, Karolina; Bergeles, Nikolaos
2017-09-01
This study investigated the relationship between somatotype, level of competition, and performance in attack in elite level male volleyball players. The objective was to test for the potential covariation of competition level (Division A1 vs. A2) and playing position (hitters vs. centers vs. opposites) considering performance in attack. Anthropometric, body composition and somatotype variables were measured according to the Heath-Carter method. The attack actions of 144 players from 48 volleyball matches were analyzed and their performance was rated using a 5-point numerical scale. Results showed that players of Division A1 were taller, heavier, more muscular, and less endomorphic compared to those of Division A2. MANOVA and follow-up discriminant function analysis revealed somatotype differences among playing positions with centers and opposites being endomorph-ectomorph and hitters being central. Centers performed constantly better than hitters and opposites regardless of the division and somatotype. Multiple linear regression analysis showed that variables defining ectomorph and endomorph players, centers, and players of Division A1 significantly determined the relative performance superiority and were able to explain the variation in performance by almost 25%. These results could be taken into account by coaches when assigning players to particular playing positions or when designing individualized position-specific training programs.
The Effect of Dietary Supplements on the Quality of Life of Retired Professional Football Players
Sinnott, Robert A.; Maddela, Rolando L.; Bae, Sejong; Best, Talitha
2013-01-01
Professional football players may experience negative health consequences when they retire such as chronic pain, cognitive problems as well as other consequences of sports-related injuries. The purpose of this pilot study is to determine the effects of dietary supplementation with multiple nutrients on the quality of life of retired football players. Fifteen retired players received daily supplementation of fish oil with cholecalciferol, antioxidants, natural vitamins and minerals, polysaccharides and phytosterol-amino acid complex for 6 months. Using an open-labeled repeated measures design, volunteers completed self-report assessment measures at baseline, 1, 3 and 6 months. Outcome measures were CDC HRQOL-4, WHOQOL-BREF, POMS, MFQ and pain self-assessment. General health rating improvement on CDC HRQOL-4 from month 1 was sustained to month 6 (p<0.0001). Mental health days improved at 6 months (p<0.05). WHOQOL-BREF showed increased health satisfaction at all measurement points (p<0.05) and the Physical and Psychological Domain Scores at 6 months (p<0.05). MFQ General Rating of Memory improved at 3 and 6 months (p<0.05). Vigor scale in POMS was significant at 3 months (p<0.05). Decreased pain was noted only for the elbow at month 1 and the knee at month 3 (p<0.05). No adverse events were reported. Results of this study offer preliminary insight into using dietary supplements to support and optimize quality of life in retired football players. Further research using a placebo-controlled design is needed to characterize the potential benefit to physical and psychological well-being of multiple dietary supplementations for this cohort. PMID:23445692
Fransson, Dan; Vigh-Larsen, Jeppe Foged; Fatouros, Ioannis G.; Krustrup, Peter; Mohr, Magni
2018-01-01
Abstract We examined the degree of post-game fatigue and the recovery pattern in various leg and upper-body muscle groups after a simulated soccer game. Well-trained competitive male soccer players (n = 12) participated in the study. The players completed the Copenhagen Soccer Test, a 2 x 45 min simulated soccer protocol, following baseline measures of maximal voluntary contractions of multiple muscle groups and systemic markers of muscle damage and inflammation at 0, 24 and 48 h into recovery. All muscle groups had a strength decrement (p ≤ 0.05) at 0 h post-match with knee flexors (14 ± 3%) and hip abductors (6 ± 1%) demonstrating the largest and smallest impairment. However, 24 h into recovery all individual muscles had recovered. When pooled in specific muscle groups, the trunk muscles and knee joint muscles presented the largest decline 0 h post-match, 11 ± 2% for both, with the performance decrement still persistent (4 ± 1%, p ≤ 0.05) for trunk muscles 24 h into recovery. Large inter-player variations were observed in game-induced fatigue and recovery patterns in the various muscle groups. Markers of muscle damage and inflammation peaked 0 h post-match (myoglobin) and 24 h into recovery (creatine kinase), respectively, but thereafter returned to baseline. Intermittent test performance correlated with creatine kinase activity 24 h after the Copenhagen Soccer Test (r = -0.70; p = 0.02). In conclusion, post-game fatigue is evident in multiple muscle groups with knee flexors showing the greatest performance decrement. Fatigue and recovery patterns vary markedly between muscle groups and players, yet trunk muscles display the slowest recovery. PMID:29599862
Risk factors for acute knee injury in female youth football.
Hägglund, Martin; Waldén, Markus
2016-03-01
To prospectively evaluate risk factors for acute time-loss knee injury, in particular ACL injury, in female youth football players. Risk factors were studied in 4556 players aged 12-17 years from a randomised controlled trial during the 2009 season. Covariates were both intrinsic (body mass index, age, relative age effect, onset of menarche, previous acute knee injury or ACL injury, current knee complaints, and familial disposition of ACL injury) and extrinsic (no. of training sessions/week, no. of matches/week, match exposure ratio, match play with other teams, and artificial turf exposure). Hazard ratios (HRs) and 95% confidence intervals (CIs) were calculated from individual variable and multiple Cox regression analyses. Ninety-six acute knee injuries were recorded, 21 of them ACL injuries. Multiple Cox regression showed a fourfold higher ACL injury rate for players with familial disposition of ACL injury (HR 3.57; 95% CI 1.48-8.62). Significant predictor variables for acute knee injury were age >14 years (HR 1.97; 95% CI 1.30-2.97), knee complaints at the start of the season (HR 1.98; 95% CI 1.30-3.02), and familial disposition of ACL injury (HR 1.96; 95% CI 1.22-3.16). No differences in injury rates were seen when playing on artificial turf compared with natural grass. Female youth football players with a familial disposition of ACL injury had an increased risk of ACL injury and acute knee injury. Older players and those with knee complaints at pre-season were more at risk of acute knee injury. Although the predictive values were low, these factors could be used in athlete screening to target preventive interventions. II.
Spinal cord injuries in Australian footballers 1997-2002.
Carmody, David J; Taylor, Thomas K F; Parker, David A; Coolican, Myles R J; Cumming, Robert G
2005-06-06
To review acute spinal cord injuries (ASCIs) in all Australian codes of football (rugby union [RU], rugby league [RL], Australian Rules football [ARF] and soccer) for 1997-2002 and to compare data with those of a 1986-1996 survey. Retrospective review of hospital records, and structured interviews with injured players. Patients admitted to any of the six Australian spinal cord injury units with a documented football-related ASCI over the period 1997-2002. Average annual incidence of ASCIs per 100,000 players in the different codes, final Frankel grading of injuries, and wheelchair status. Fifty-two footballers (45 adult men and seven schoolboys) suffered ASCIs between 1997 and 2002. The average annual incidence of ASCIs per 100,000 players was 3.2 for RU, 1.5 for RL, 0.5 for ARF and 0.2 for soccer. While there has been little change in incidence since the 1986-1996 survey, there has been a trend towards less severe injuries in RU and RL, but not in ARF. There have been no scrum injuries in RL since 1996, when the scrum stopped being contested. Seven injuries occurred in RU scrums, six at the moment of engagement of the opposing teams. The incidence of 2-on-1 and "gang" tackles (involving multiple tacklers) in RL is disturbing. Overall, 39% of injured players became permanently wheelchair-dependent. There continues to be good reason to revise the laws of scrum engagement in RU. The laws relating to multiple tacklers in RL should be examined. The insurance cover for injured players is grossly inadequate. The longstanding need for a registry of spinal cord injuries for all football codes regrettably remains unmet.
Fransson, Dan; Vigh-Larsen, Jeppe Foged; Fatouros, Ioannis G; Krustrup, Peter; Mohr, Magni
2018-03-01
We examined the degree of post-game fatigue and the recovery pattern in various leg and upper-body muscle groups after a simulated soccer game. Well-trained competitive male soccer players (n = 12) participated in the study. The players completed the Copenhagen Soccer Test, a 2 x 45 min simulated soccer protocol, following baseline measures of maximal voluntary contractions of multiple muscle groups and systemic markers of muscle damage and inflammation at 0, 24 and 48 h into recovery. All muscle groups had a strength decrement ( p ≤ 0.05) at 0 h post-match with knee flexors (14 ± 3%) and hip abductors (6 ± 1%) demonstrating the largest and smallest impairment. However, 24 h into recovery all individual muscles had recovered. When pooled in specific muscle groups, the trunk muscles and knee joint muscles presented the largest decline 0 h post-match, 11 ± 2% for both, with the performance decrement still persistent (4 ± 1%, p ≤ 0.05) for trunk muscles 24 h into recovery. Large inter-player variations were observed in game-induced fatigue and recovery patterns in the various muscle groups. Markers of muscle damage and inflammation peaked 0 h post-match (myoglobin) and 24 h into recovery (creatine kinase), respectively, but thereafter returned to baseline. Intermittent test performance correlated with creatine kinase activity 24 h after the Copenhagen Soccer Test (r = -0.70; p = 0.02). In conclusion, post-game fatigue is evident in multiple muscle groups with knee flexors showing the greatest performance decrement. Fatigue and recovery patterns vary markedly between muscle groups and players, yet trunk muscles display the slowest recovery.
How the Iranian Football Coaches and Players Know About Doping?
Seif Barghi, Tohid; Halabchi, Farzin; Dvorak, Jiri; Hosseinnejad, Heydar
2015-01-01
Background: Nowadays, doping is an intricate dilemma. Football is the nationally popular sport in Iran. On the other hand, doping is a serious health hazard sport faces today. Studies dealing with athletes’ knowledge, attitudes and behavior concerning doping in football are scarce. Objectives: Therefore, we aimed to investigate the knowledge and attitudes toward doping among the football coaches and players. Patients and Methods: In a cross sectional study, 375 participants (239 football players and 136 coaches) were studied. A specially made questionnaire was applied. In this study, football teams of different provinces of the country were selected by randomized clustered sampling and questionnaires were distributed among coaches and players. Results: Knowledge of football coaches and players in three categories of doping definitions, recognition of prohibited drugs and side effects of anabolic steroids was poor or moderate in 45.3%, 88.5% and 96.5%, respectively. Conclusions: Football players and coaches have poor knowledge about doping in Iran. Moreover, they believe in some inappropriate myths without any scientific or rational basis.It seems necessary to design a comprehensive educational program for all of the athletes and coaches in Iran. PMID:26448840
Directional learning and the provisioning of public goods
Nax, Heinrich H.; Perc, Matjaž
2015-01-01
We consider an environment where players are involved in a public goods game and must decide repeatedly whether to make an individual contribution or not. However, players lack strategically relevant information about the game and about the other players in the population. The resulting behavior of players is completely uncoupled from such information, and the individual strategy adjustment dynamics are driven only by reinforcement feedbacks from each player's own past. We show that the resulting “directional learning” is sufficient to explain cooperative deviations away from the Nash equilibrium. We introduce the concept of k–strong equilibria, which nest both the Nash equilibrium and the Aumann-strong equilibrium as two special cases, and we show that, together with the parameters of the learning model, the maximal k–strength of equilibrium determines the stationary distribution. The provisioning of public goods can be secured even under adverse conditions, as long as players are sufficiently responsive to the changes in their own payoffs and adjust their actions accordingly. Substantial levels of public cooperation can thus be explained without arguments involving selflessness or social preferences, solely on the basis of uncoordinated directional (mis)learning. PMID:25619192
Complex network study of Brazilian soccer players
NASA Astrophysics Data System (ADS)
Onody, Roberto N.; de Castro, Paulo A.
2004-09-01
Although being a very popular sport in many countries, soccer has not received much attention from the scientific community. In this paper, we study soccer from a complex network point of view. First, we consider a bipartite network with two kinds of vertices or nodes: the soccer players and the clubs. Real data were gathered from the 32 editions of the Brazilian soccer championship, in a total of 13411 soccer players and 127 clubs. We find a lot of interesting and perhaps unsuspected results. The probability that a Brazilian soccer player has worked at N clubs or played M games shows an exponential decay while the probability that he has scored G goals is power law. Now, if two soccer players who have worked at the same club at the same time are connected by an edge, then a new type of network arises (composed exclusively by soccer player nodes). Our analysis shows that for this network the degree distribution decays exponentially. We determine the exact values of the clustering coefficient, the assortativity coefficient and the average shortest path length and compare them with those of the Erdös-Rényi and configuration model. The time evolution of these quantities are calculated and the corresponding results discussed.
Diffusion of innovations: smartphones and wireless anatomy learning resources.
Trelease, Robert B
2008-01-01
The author has previously reported on principles of diffusion of innovations, the processes by which new technologies become popularly adopted, specifically in relation to anatomy and education. In presentations on adopting handheld computers [personal digital assistants (PDAs)] and personal media players for health sciences education, particular attention has been directed to the anticipated integration of PDA functions into popular cellular telephones. However, limited distribution of early "smartphones" (e.g., Palm Treo and Blackberry) has provided few potential users for anatomical learning resources. In contrast, iPod media players have been self-adopted by millions of students, and "podcasting" has become a popular medium for distributing educational media content. The recently introduced Apple iPhone has combined smartphone and higher resolution media player capabilities. The author successfully tested the iPhone and the "work alike" iPod touch wireless media player with text-based "flashcard" resources, existing PDF educational documents, 3D clinical imaging data, lecture "podcasts," and clinical procedure video. These touch-interfaced, mobile computing devices represent just the first of a new generation providing practical, scalable wireless Web access with enhanced multimedia capabilities. With widespread student self-adoption of such new personal technology, educators can look forward to increasing portability of well-designed, multiplatform "learn anywhere" resources. Copyright 2008 American Association of Anatomists
Rugby headgear and concussion prevention: misconceptions could increase aggressive play.
Menger, Richard; Menger, Austin; Nanda, Anil
2016-04-01
OBJECTIVE Multiple studies have illustrated that rugby headgear offers no statistically significant protection against concussions. However, there remains concern that many players believe rugby headgear in fact does prevent concussions. Further investigation was undertaken to illustrate that misconceptions about concussion prevention and rugby headgear may lead to an increase in aggressive play. METHODS Data were constructed by Internet survey solicitation among United States collegiate rugby players across 19 teams. Initial information given was related to club, age, experience, use of headgear, playing time, whether the rugger played football or wrestling in high school, and whether the player believed headgear prevented concussion. Data were then constructed as to whether wearing headgear would increase aggressive playing style secondary to a false sense of protection. RESULTS A total of 122 players responded. All players were male. The average player was 19.5 years old and had 2.7 years of experience. Twenty-three of 122 players (18.9%) wore protective headgear; 55.4% of players listed forward as their primary position. Overall, 45.8% (55/120) of players played 70-80 minutes per game, 44.6% (54/121) played football or wrestled in high school, 38.1% (45/118) believed headgear prevented concussions, and 42.2% (51/121) stated that if they were using headgear they would be more aggressive with their play in terms of running or tackling. Regression analysis illustrated that those who believed headgear prevented concussions were or would be more likely to engage in aggressive play (p = 0.001). CONCLUSIONS Nearly 40% of collegiate rugby players surveyed believed headgear helped to prevent concussions despite no scientific evidence that it does. This misconception about rugby headgear could increase aggressive play. Those who believed headgear prevented concussion were, on average, 4 times more likely to play with increased aggressive form than those who believed headgear did not prevent concussions (p = 0.001). This can place all players at increased risk without providing additional protection. Further investigation is warranted to determine if headgear increases the actual measured incidence of concussion among rugby players in the United States.
Naughton, Robert J; Drust, Barry; O'Boyle, Andy; Morgans, Ryland; Abayomi, Julie; Davies, Ian G; Morton, James P; Mahon, Elizabeth
2016-10-01
While traditional approaches to dietary analysis in athletes have focused on total daily energy and macronutrient intake, it is now thought that daily distribution of these parameters can also influence training adaptations. Using 7-day food diaries, we quantified the total daily macronutrient intake and distribution in elite youth soccer players from the English Premier League in U18 (n = 13), U15/16 (n = 25) and U13/14 squads (n = 21). Total energy (43.1 ± 10.3, 32.6 ± 7.9, 28.1 ± 6.8 kcal·kg -1 ·day -1 ), CHO (6 ± 1.2, 4.7 ± 1.4, 3.2 ± 1.3 g·kg - 1 ·day -1 ) and fat (1.3 ± 0.5, 0.9 ± 0.3, 0.9 ± 0.3 g·kg- 1 ·day -1 ) intake exhibited hierarchical differences (p < .05) such that U13/14 > U15/16 > U18. In addition, CHO intake in U18s was lower (p < .05) at breakfast, dinner and snacks when compared with both squads but no differences were apparent at lunch. Furthermore, the U15/16s reported lower relative daily protein intake than the U13/14s and U18s (1.6 ± 0.3 vs. 2.2 ± 0.5, 2.0 ± 0.3 g·kg -1 ). A skewed distribution (p < .05) of daily protein intake was observed in all squads, with a hierarchical order of dinner (~0.6 g·kg -1 ) > lunch (~0.5 g·kg -1 ) > breakfast (~0.3 g·kg -1 ). We conclude elite youth soccer players do not meet current CHO guidelines. Although daily protein targets are achieved, we report a skewed daily distribution in all ages such that dinner > lunch > breakfast. Our data suggest that dietary advice for elite youth players should focus on both total daily macronutrient intake and optimal daily distribution patterns.
Anderson, Liam; Naughton, Robert J; Close, Graeme L; Di Michele, Rocco; Morgans, Ryland; Drust, Barry; Morton, James P
2017-12-01
The daily distribution of macronutrient intake can modulate aspects of training adaptations, performance and recovery. We therefore assessed the daily distribution of macronutrient intake (as assessed using food diaries supported by the remote food photographic method and 24-hr recalls) of professional soccer players (n = 6) of the English Premier League during a 7-day period consisting of two match days and five training days. On match days, average carbohydrate (CHO) content of the prematch (<1.5 g·kg -1 body mass) and postmatch (1 g·kg -1 body mass) meals (in recovery from an evening kick-off) were similar (p > .05) though such intakes were lower than contemporary guidelines considered optimal for prematch CHO intake and postmatch recovery. On training days, we observed a skewed and hierarchical approach (p < .05 for all comparisons) to protein feeding such that dinner (0.8 g·kg -1 )>lunch (0.6 g·kg -1 )>breakfast (0.3 g·kg -1 )>evening snacks (0.1 g·kg -1 ). We conclude players may benefit from consuming greater amounts of CHO in both the prematch and postmatch meals so as to increase CHO availability and maximize rates of muscle glycogen resynthesis, respectively. Furthermore, attention should also be given to ensuring even daily distribution of protein intake so as to potentially promote components of training adaptation.
Structure coefficients and strategy selection in multiplayer games.
McAvoy, Alex; Hauert, Christoph
2016-01-01
Evolutionary processes based on two-player games such as the Prisoner's Dilemma or Snowdrift Game are abundant in evolutionary game theory. These processes, including those based on games with more than two strategies, have been studied extensively under the assumption that selection is weak. However, games involving more than two players have not received the same level of attention. To address this issue, and to relate two-player games to multiplayer games, we introduce a notion of reducibility for multiplayer games that captures what it means to break down a multiplayer game into a sequence of interactions with fewer players. We discuss the role of reducibility in structured populations, and we give examples of games that are irreducible in any population structure. Since the known conditions for strategy selection, otherwise known as [Formula: see text]-rules, have been established only for two-player games with multiple strategies and for multiplayer games with two strategies, we extend these rules to multiplayer games with many strategies to account for irreducible games that cannot be reduced to those simpler types of games. In particular, we show that the number of structure coefficients required for a symmetric game with [Formula: see text]-player interactions and [Formula: see text] strategies grows in [Formula: see text] like [Formula: see text]. Our results also cover a type of ecologically asymmetric game based on payoff values that are derived not only from the strategies of the players, but also from their spatial positions within the population.
There Is Time for Calculation in Speed Chess, and Calculation Accuracy Increases With Expertise.
Chang, Yu-Hsuan A; Lane, David M
2016-01-01
The recognition-action theory of chess skill holds that expertise in chess is due primarily to the ability to recognize familiar patterns of pieces. Despite its widespread acclaim, empirical evidence for this theory is indirect. One source of indirect evidence is that there is a high correlation between speed chess and standard chess. Assuming that there is little or no time for calculation in speed chess, this high correlation implies that calculation is not the primary factor in standard chess. Two studies were conducted analyzing 100 games of speed chess. In Study 1, we examined the distributions of move times, and the key finding was that players often spent considerable time on a few moves. Moreover, stronger players were more likely than weaker players to do so. Study 2 examined skill differences in calculation by examining poor moves. The stronger players made proportionally fewer blunders (moves that a 2-ply search would have revealed to be errors). Overall, the poor moves made by the weaker players would have required a less extensive search to be revealed as poor moves than the poor moves made by the stronger players. Apparently, the stronger players are searching deeper and more accurately. These results are difficult to reconcile with the view that speed chess does not allow players time to calculate extensively and call into question the assertion that the high correlation between speed chess and standard chess supports recognition-action theory.
Wearable flex sensor system for multiple badminton player grip identification
NASA Astrophysics Data System (ADS)
Jacob, Alvin; Zakaria, Wan Nurshazwani Wan; Tomari, Mohd Razali Bin Md; Sek, Tee Kian; Suberi, Anis Azwani Muhd
2017-09-01
This paper focuses on the development of a wearable sensor system to identify the different types of badminton grip that is used by a player during training. Badminton movements and strokes are fast and dynamic, where most of the involved movement are difficult to identify with the naked eye. Also, the usage of high processing optometric motion capture system is expensive and causes computational burden. Therefore, this paper suggests the development of a sensorized glove using flex sensor to measure a badminton player's finger flexion angle. The proposed Hand Monitoring Module (HMM) is connected to a personal computer through Bluetooth to enable wireless data transmission. The usability and feasibility of the HMM to identify different grip types were examined through a series of experiments, where the system exhibited 70% detection ability for the five different grip type. The outcome plays a major role in training players to use the proper grips for a badminton stroke to achieve a more powerful and accurate stroke execution.
Mohib, Milad; Moser, Nicholas; Kim, Richard; Thillai, Maathavan; Gringmuth, Robert
2014-01-01
Introduction: With over 200 million amateur players worldwide, soccer is one of the most popular and internationally recognized sports today. By understanding how and why soccer injuries occur we hope to reduce prevalent injuries amongst elite soccer athletes. Methods: Via a prospective cohort, we examined both male and female soccer players eligible to train with the Ontario Soccer Association provincial program between the ages of 13 to 17 during the period of October 10, 2008 and April 20, 2012. Data collection occurred during all player exposures to potential injury. Exposures occurred at the Soccer Centre, Ontario Training grounds and various other venues on multiple playing surfaces. Results: A total number of 733 injuries were recorded. Muscle strain, pull or tightness was responsible for 45.6% of all injuries and ranked as the most prevalent injury. Discussion: As anticipated, the highest injury reported was muscular strain, which warrants more suitable preventive programs aimed at strengthening and properly warming up the players’ muscles. PMID:25550661
Vitamin D receptor gene polymorphisms and musculoskeletal injuries in professional football players
MASSIDDA, MYOSOTIS; CORRIAS, LAURA; BACHIS, VALERIA; CUGIA, PAOLO; PIRAS, FRANCESCO; SCORCU, MARCO; CALÒ, CARLA M.
2015-01-01
The aim of the present study was to investigate the association between vitamin D receptor (VDR) gene polymorphisms and musculoskeletal injury (MI) in elite football players. In total, 54 male professional football players were recruited from an official Italian professional championship team between 2009 and 2013. The cohort was genotyped for the ApaI, BsmI and FokI polymorphisms and MI data were collected over four football seasons. No significant differences were identified among the genotypes in the incidence rates or severity of MI (P=0.254). In addition, no significant associations were observed between VDR polymorphisms and MI phenotypes (P=0.460). However, the results of the casewise multiple regression analysis indicated that the ApaI genotypes accounted for 18% of injury severity (P=0.002). Therefore, while the BsmI and FokI polymorphisms did not appear to be associated with the severity or incidence of MI, the ApaI genotypes may have influenced the severity of muscle injury in top-level football players. PMID:26161149
Pavan, Andrea; Boyce, Matthew; Ghin, Filippo
2016-10-01
Playing action video games enhances visual motion perception. However, there is psychophysical evidence that action video games do not improve motion sensitivity for translational global moving patterns presented in fovea. This study investigates global motion perception in action video game players and compares their performance to that of non-action video game players and non-video game players. Stimuli were random dot kinematograms presented in the parafovea. Observers discriminated the motion direction of a target random dot kinematogram presented in one of the four visual quadrants. Action video game players showed lower motion coherence thresholds than the other groups. However, when the task was performed at threshold, we did not find differences between groups in terms of distributions of reaction times. These results suggest that action video games improve visual motion sensitivity in the near periphery of the visual field, rather than speed response. © The Author(s) 2016.
Drawer, S; Fuller, C W
2002-02-01
To determine the views of retired players about the provision of support services in English professional soccer before and after retirement and to assess the impact of career ending injury on these views. An anonymous self administered questionnaire was distributed to 500 former players registered with the English Professional Footballers' Association. The questions asked about personal details, current medical status, reasons for retirement, perceptions of the provision and quality of support services, and use of prophylactic treatments while injured. Of the 500 questionnaires distributed, 185 (37%) were returned. The Professional Footballers' Association provided significantly (p<0.001) more help and advice to retired players on medical, financial, career, and educational matters than any other organisation. Although respondents showed some satisfaction with the provision of medical support, they were significantly (p<0.001) less satisfied with the provision of sports science (23%) and education/welfare (19%) support. Respondents who had retired through injury, however, were more dissatisfied with the provision of all services. Significantly (p<0.001) more respondents agreed with the view that injuries would reduce income earning potential, contribute to medical problems, and restrict the duration of their playing career. Respondents who had been medically diagnosed with osteoarthritis were significantly more likely, at some time, to have regularly received steroid injections while injured. The results presented are consistent with other evidence that the provision of injury prevention and socioeconomic services at professional soccer clubs is inadequate. The soccer industry should therefore develop a long term strategy for managing the needs of players who are forced to retire through injury.
Structure constrained by metadata in networks of chess players.
Almeira, Nahuel; Schaigorodsky, Ana L; Perotti, Juan I; Billoni, Orlando V
2017-11-09
Chess is an emblematic sport that stands out because of its age, popularity and complexity. It has served to study human behavior from the perspective of a wide number of disciplines, from cognitive skills such as memory and learning, to aspects like innovation and decision-making. Given that an extensive documentation of chess games played throughout history is available, it is possible to perform detailed and statistically significant studies about this sport. Here we use one of the most extensive chess databases in the world to construct two networks of chess players. One of the networks includes games that were played over-the-board and the other contains games played on the Internet. We study the main topological characteristics of the networks, such as degree distribution and correlations, transitivity and community structure. We complement the structural analysis by incorporating players' level of play as node metadata. Although both networks are topologically different, we show that in both cases players gather in communities according to their expertise and that an emergent rich-club structure, composed by the top-rated players, is also present.
What Information Theory Says About Best Response and About Binding Contracts
NASA Technical Reports Server (NTRS)
Wolpert, David H.
2004-01-01
Product Distribution (PD) theory is the information-theoretic extension of conventional full- rationality game theory to bounded rational games. Here PD theory is used to investigate games in which the players use bounded rational best-response strategies. This investigation illuminates how to determine the optimal organization chart for a corporation, or more generally how to order the sequence of moves of the players / employees so as to optimize an overall objective function. It is then shown that in the continuum-time limit, bounded rational best response games result in a variant of the replicator dynamics of evolutionary game theory. This variant is then investigated for team games, in which the players share the same utility function, by showing that such continuum- limit bounded rational best response is identical to Newton-Raphson iterative optimization of the shared utility function. Next PD theory is used to investigate changing the coordinate system of the game, i.e., changing the mapping from the joint move of the players to the arguments in the utility functions. Such a change couples those arguments, essentially by making each players move be an offered binding contract.
Short-term auditory effects of listening to an MP3 player.
Keppler, Hannah; Dhooge, Ingeborg; Maes, Leen; D'haenens, Wendy; Bockstael, Annelies; Philips, Birgit; Swinnen, Freya; Vinck, Bart
2010-06-01
To determine the output levels of a commercially available MPEG layer-3 (MP3) player and to evaluate changes in hearing after 1 hour of listening to the MP3 player. First, A-weighted sound pressure levels (measured in decibels [dBA]) for 1 hour of pop-rock music on an MP3 player were measured on a head and torso simulator. Second, after participants listened to 1 hour of pop-rock music using an MP3 player, changes in hearing were evaluated with pure-tone audiometry, transient-evoked otoacoustic emissions, and distortion product otoacoustic emissions. Twenty-one participants were exposed to pop-rock music in 6 different sessions using 2 types of headphones at multiple preset gain settings of the MP3 player. Output levels of an MP3 player and temporary threshold and emission shifts after 1 hour of listening. The output levels at the full gain setting were 97.36 dBA and 102.56 dBA for the supra-aural headphones and stock earbuds, respectively. In the noise exposure group, significant changes in hearing thresholds and transient-evoked otoacoustic emission amplitudes were found between preexposure and postexposure measurements. However, this pattern was not seen for distortion product otoacoustic emission amplitudes. Significant differences in the incidence of significant threshold or emission shifts were observed between almost every session of the noise exposure group compared with the control group. Temporary changes in hearing sensitivity measured by audiometry and otoacoustic emissions indicate the potential harmful effects of listening to an MP3 player. Further research is needed to evaluate the long-term risk of cumulative noise exposure on the auditory system of adolescents and adults.
Itami, Yasuo; Mihata, Teruhisa; Shibano, Koji; Sugamoto, Kazuomi; Neo, Masashi
2016-07-01
Humeral retroversion in baseball players is greater in the dominant shoulder than in the nondominant shoulder. However, the site and severity of the humeral rotational deformity remain unclear. To evaluate the site of side-to-side differences in humeral retroversion in baseball players and the severity of these changes through 3-dimensional computed tomographic (3D CT) bone models. Cross-sectional study; Level of evidence, 3. From 2008 to 2014, we studied 25 baseball players (12 pitchers, 13 fielders) who underwent surgery for throwing-related injuries (shoulder injury, 15 players; elbow injury, 10 players). The mean age (±SD) at the time of surgery was 20.0 ± 5.9 years. A reconstructed 3D CT model of the entire humerus was divided into 15 segments of equal height (overall mean, 21.4 ± 1.0 mm). The side-to-side difference in humeral retroversion in each segment was calculated by superimposing the model of the dominant side over the mirror-image model of the nondominant side. The overall mean increase in humeral retroversion was 13.0° ± 6.2° on the dominant side. Significant side-to-side differences in retroversion were present throughout the humerus. The largest side-to-side difference in humeral retroversion was seen at the insertions of the internal rotator muscles (2.5° ± 4.3°) and around the proximal physis (2.5° ± 1.4°). At the insertions of shoulder capsule and rotator cuff tendons, the superior half of the humeral head was more retroverted than the inferior half (P < .0001). The side-to-side difference in humeral retroversion was significantly greater in the pitchers (16.2° ± 5.1°) than in the fielders (10.0° ± 5.7°) (P = .009), particularly at the proximal physis. Baseball players exhibited significant side-to-side differences in humeral retroversion at multiple sites throughout the humerus, including the proximal humerus near the epiphyseal plate and at the insertions of the internal rotator muscles, the middle of the humeral shaft, and the distal third of the humerus. Therefore, the increased humeral retroversion at multiple sites throughout the humerus needs to be considered when we perform physical examinations, provide treatment, or undertake biomechanical studies for any throwing-related injuries. © 2016 The Author(s).
Analysis of Time-Motion and Heart Rate in Elite Male and Female Beach Handball.
Pueo, Basilio; Jimenez-Olmedo, Jose M; Penichet-Tomas, Alfonso; Ortega Becerra, Manuel; Espina Agullo, Jose J
2017-12-01
Beach handball is a spectacular new team sport; however, scientific knowledge about the demands in beach handball is very low. Consequently, the aim of this study was to analyze the physical demands of elite beach handball players by means of time-motion analysis with GPS technology and physiological response with Heart Rate (HR). Both male (n = 12) and female (n = 12) players from the Spanish Beach Handball National Team were recruited for this study. The sample consisted in four matches of two 10-min periods each. Time-motion analysis was performed through GPS devices (SPI Pro X, 15 Hz, GPSports) with synchronized HR monitoring (Polar Electro, Finland). All parameters were recorded for matches and halves to express overall and time-dependent physical and physiological responses. Total match distance covered by male and female players were 1234.7 ± 192 m and 1118.2 ± 221.8 m, respectively. Female players covered more total distance (p = 0.049, ES = 0.79) and distance walking (p < 0.001, ES = 2.04) in the first half, whereas they covered more distance standing (p = 0.008, ES = 1.05) in the second half at a higher average speed (p < 0.001, ES = 2.28). The number of accelerations distributed over low-, moderate- and high-intensity categories were 43.2 ± 11.6, 9.4 ± 4.9; 0.8 ± 0.9 m/s 2 for male players, and 40.3 ± 12.7, 4.3 ± 3.0; 0.1 ± 0.3 m/s 2 for female players; equivalent to one body acceleration every 23 s and 27 s, respectively. Finally, male and female players obtained a maximum/mean HR of 173 ± 13 / 137 ± 12 bpm, and 177 ± 13 / 138 ± 18 bpm, with 20.3% and 29.2% of the total time in the anaerobic zone (81 - 90% HRmax), respectively. These results demonstrated that beach handball is a demanding sport, with numerous moderate-to-high intensity displacements, distributed intermittently throughout the game: long periods of low intensity activity interspersed by short bursts of high intensity.
Yanci, Javier; Castillo, Daniel; Iturricastillo, Aitor; Ayarra, Rubén; Nakamura, Fábio Y
2017-07-01
Yanci, J, Castillo, D, Iturricastillo, A, Ayarra, R, and Nakamura, FY. Effects of two different volume-equated weekly distributed short-term plyometric training programs on futsal players' physical performance. J Strength Cond Res 31(7): 1787-1794, 2017-The aim was to analyze the effect of 2 different plyometric training programs (i.e., 1 vs. 2 sessions per week, same total weekly volume) on physical performance in futsal players. Forty-four futsal players were divided into 3 training groups differing in weekly plyometric training load: the 2 days per week plyometric training group (PT2D, n = 15), the 1 day per week plyometric training group (PT1D, n = 12), and the control group (CG, n = 12) which did not perform plyometric training. The results of this study showed that in-season futsal training per se was capable of improving repeat sprint ability (RSA) (effect size [ES] = -0.59 to -1.53). However, while change of direction ability (CODA) was maintained during the training period (ES = 0.00), 15-m sprint (ES = 0.73), and vertical jump (VJ) performance (ES = -0.30 to -1.37) were significantly impaired. By contrast, PT2D and PT1D plyometric training were effective in improving futsal players' 15-m sprint (ES = -0.64 to -1.00), CODA (ES = -1.83 to -5.50), and horizontal jump (ES = 0.33-0.64) performance. Nonetheless, all groups (i.e., PT2D, PT1D, and CG) presented a reduction in VJ performance (ES = -0.04 to -1.37). Regarding RSA performance, PT1D showed a similar improvement compared with CG (ES = -0.65 to -1.53) after the training intervention, whereas PT2D did not show significant change (ES = -0.04 to -0.38). These results may have considerable practical relevance for the optimal design of plyometric training programs for futsal players, given that a 1-day-per-week plyometric training program is more efficient than a 2-day-per-week plyometric training program to improve the futsal players' physical performance.
Gene polymorphisms and sport attitude in Italian athletes.
Sessa, Francesco; Chetta, Massimiliano; Petito, Annamaria; Franzetti, Mauro; Bafunno, Valeria; Pisanelli, Daniela; Sarno, Michelina; Iuso, Salvatore; Margaglione, Maurizio
2011-04-01
The aim of this study was to evaluate whether the distribution of polymorphisms in the ACE, ACTN3, NOS3, UCP2, and UCP3 genes, which has been reported to be correlated with different physiological parameters, played a role in sport performance. We focused on a cohort of 82 Italian athletes: first of all, athletes were divided according to type of sport: team (n=72) versus individual (n=10), and subsequently, according to the performance, into "power" sports (n=29; sprinters, short distance swimmers, and volleyball players) and "intermittent" sports (n=53; football, basketball, and hockey players). All the populations studied were in Hardy-Weinberg equilibrium for the following polymorphisms: ACE (I/D), ACTN3 (R577X), NOS3 (-786 T/C), UCP2 (A55V), and UCP3 (-55 C/T). We observed that the frequency of NOS3-786 T and UCP2 C alleles was higher among power athletes compared with controls (p=0.011 and p=0.012, respectively); these alleles were also overrepresented in individual athletes (p=0.02 and p=0.045, respectively), although a small sample was analyzed. The frequency of NOS3 298G allele was higher among power athletes compared with controls (p=0.015); these data remained suggestive after correction for multiple testing. We found a suggestive association between NOS3 (-786 T/C; G298A) and UCP2 (A55V) polymorphisms and power athletes, whereas no significant correlation was found with UCP3 (-55C/T), ACE (I/D), and ACTN3 (R577X) polymorphisms, in contrast to previous studies. Analysis of multiple performance-associated genetic polymorphisms needs further examination to explain the relationship between genetic background and potential success in sport performance.
Wellman, Aaron D; Coad, Sam C; Goulet, Grant C; McLellan, Christopher P
2017-02-01
Wellman, AD, Coad, SC, Goulet, GC, and McLellan, CP. Quantification of accelerometer derived impacts associated with competitive games in National Collegiate Athletic Association division I college football players. J Strength Cond Res 31(2): 330-338, 2017-The aims of the present study were to (a) examine positional impact profiles of National Collegiate Athletic Association (NCAA) division I college football players using global positioning system (GPS) and integrated accelerometry (IA) technology and (b) determine if positional differences in impact profiles during competition exist within offensive and defensive teams. Thirty-three NCAA division I Football Bowl Subdivision players were monitored using GPS and IA (GPSports) during 12 regular season games throughout the 2014 season. Individual player data sets (n = 294) were divided into offensive and defensive teams, and positional subgroups. The intensity, number, and distribution of impact forces experienced by players during competition were recorded. Positional differences were found for the distribution of impacts within offensive and defensive teams. Wide receivers sustained more very light and light to moderate (5-6.5 G force) impacts than other position groups, whereas the running backs were involved in more severe (>10 G force) impacts than all offensive position groups, with the exception of the quarterbacks (p ≤ 0.05). The defensive back and linebacker groups were subject to more very light (5.0-6.0 G force) impacts, and the defensive tackle group sustained more heavy and very heavy (7.1-10 G force) impacts than other defensive positions (p ≤ 0.05). Data from the present study provide novel quantification of positional impact profiles related to the physical demands of college football games and highlight the need for position-specific monitoring and training in the preparation for the impact loads experienced during NCAA division I football competition.
Tennis Play Intensity Distribution and Relation with Aerobic Fitness in Competitive Players
Baiget, Ernest; Fernández-Fernández, Jaime; Iglesias, Xavier; Rodríguez, Ferran A.
2015-01-01
The aims of this study were (i) to describe the relative intensity of simulated tennis play based on the cumulative time spent in three metabolic intensity zones, and (ii) to determine the relationships between this play intensity distribution and the aerobic fitness of a group of competitive players. 20 male players of advanced to elite level (ITN) performed an incremental on-court specific endurance tennis test to exhaustion to determine maximal oxygen uptake (VO2max) and the first and second ventilatory thresholds (VT1, VT2). Ventilatory and gas exchange parameters were monitored using a telemetric portable gas analyser (K4 b2, Cosmed, Rome, Italy). Two weeks later the participants played a simulated tennis set against an opponent of similar level. Intensity zones (1: low, 2: moderate, and 3: high) were delimited by the individual VO2 values corresponding to VT1 and VT2, and expressed as percentage of maximum VO2 and heart rate. When expressed relative to VO2max, percentage of playing time in zone 1 (77 ± 25%) was significantly higher (p < 0.001) than in zone 2 (20 ± 21%) and zone 3 (3 ± 5%). Moderate to high positive correlations were found between VT1, VT2 and VO2max, and the percentage of playing time spent in zone 1 (r = 0.68–0.75), as well as low to high inverse correlations between the metabolic variables and the percentage of time spent in zone 2 and 3 (r = -0.49–0.75). Players with better aerobic fitness play at relatively lower intensities. We conclude that players spent more than 75% of the time in their low-intensity zone, with less than 25% of the time spent at moderate to high intensities. Aerobic fitness appears to determine the metabolic intensity that players can sustain throughout the game. PMID:26098638
Eirale, C; Farooq, A; Bisciotti, G; Chalabi, H
2013-04-01
Many epidemiological studies have been performed in soccer but none of them investigated the incidence of injury in association with the utilization of clinical and rehabilitation services of the medical team. This study aims to examine such correlation in a National football team during the recent 2010 World Cup. All injuries occurred to the Algerian National Team players during the pre competition stage and the World Cup were recorded, together with the exposure. Moreover, duration and frequency of each consultation performed by doctors, physiotherapists, masseurs and pitch rehabilitator was recorded. Incidence of injuries was 7.54 per 1000h exposure and six players were injured at the beginning of the stage but all players were available for official matches. Difference in the duration of rehabilitation sessions on the field is present among the players who joined the camp already injured and the players who were not injured at the commencement of the camp (8.83±10.63 vs. 2.00±4.46 hours, P<0.05) while there was no difference in rehabilitation between players that occurred in an injury during after the beginning of the camp and uninjured players. A medical team composed of two physicians, four physiotherapists, one pitch rehabilitator and two masseurs facilitated us to reasonably distribute this workload with good rehabilitation outcomes based on players' availability during competition. Moreover, the skills of a pitch rehabilitator appear to be useful, most evidently when starting the camp with previously injured athletes. Conversely, injuries occurring during the tournament didn't affect rehabilitation workload significantly.
Kilic, Özgür; Aoki, Haruhito; Haagensen, Rasmus; Jensen, Claus; Johnson, Urban; Kerkhoffs, Gino M M J; Gouttebarge, Vincent
2017-11-01
The aim of the study was twofold, namely (i) to determine the prevalence of symptoms of common mental disorders (CMDs) among current and retired professional football and handball players and (ii) to explore the relationship of psychosocial stressors with the outcome measures under study. A total of 1155 players were enrolled in an observational study based on a cross-sectional design. Questionnaires based on validated scales were set up and distributed among current and retired professional football and handball players by the Danish football and handball players' union. In professional football, the highest prevalence (4 weeks) of symptoms of CMDs was 18% and 19% for anxiety/depression among current and retired players, respectively. In professional handball, the highest prevalence (4 weeks) of symptoms of CMDs was 26% and 16% for anxiety/depression among current and retired players, respectively. For both the current and retired professional football and handball players, a higher number of severe injuries and recent adverse life events (LE) were related to the presence of symptoms of CMD. Players exposed to severe injuries and/or recent adverse LE were 20-50% times more likely to report symptoms of CMD. The results suggest that it is possible to recognize the population of professional athletes that are more likely to develop symptoms of CMD. This could create the opportunity to intervene preventively on athletes that suffered from severe injury and/or recent adverse LE that could lead to a faster and safer recovery and psychological readiness to return to play.
Torrents, Carlota; Gonçalves, Bruno; Torres-Ronda, Lorena; Sampaio, Jaime; Hristovski, Robert
2017-01-01
The analysis of positional data in association football allows the spatial distribution of players during matches to be described in order to improve the understanding of tactical-related constraints on the behavioural dynamics of players. The aim of this study was to identify how players’ spatial restrictions affected the exploratory tactical behaviour and constrained the perceptual-motor workspace of players in possession of the ball, as well as inter-player passing interactions. Nineteen professional outfield male players were divided into two teams of 10 and 9 players, respectively. The game was played under three spatial constraints: a) players were not allowed to move out of their allocated zones, except for the player in possession of the ball; b) players were allowed to move to an adjacent zone, and; c) non-specific spatial constraints. Positional data was captured using a 5 Hz interpolated GPS tracking system and used to define the configuration states of players for each second in time. The configuration state comprised 37 categories derived from tactical actions, distance from the nearest opponent, distance from the target and movement speed. Notational analysis of players in possession of the ball allowed the mean time of ball possession and the probabilities of passing the ball between players to be calculated. The results revealed that the players’ long-term exploratory behaviour decreased and their short-term exploration increased when restricting their space of interaction. Relaxing players’ positional constraints seemed to increase the speed of ball flow dynamics. Allowing players to move to an adjacent sub-area increased the probabilities of interaction with the full-back during play build-up. The instability of the coordinative state defined by being free from opponents when players had the ball possession was an invariant feature under all three task constraints. By allowing players to move to adjacent sub-areas, the coordinative state became highly unstable when the distance from the target decreased. Ball location relative to the scoring zone and interpersonal distance constitute key environmental information that constrains the players’ coordinative behaviour. Based on our results, dynamic overlap is presented as a good option to capture tactical performance. Moreover, the selected collective (i.e. relational) variables would allow coaches to identify the effects of training drills on teams and players’ behaviour. More research is needed considering these type variables to understand how the manipulation of constraints induce a more stable or flexible dynamical structure of tactical behaviour. PMID:28708868
Risberg, May A; Steffen, Kathrin; Nilstad, Agnethe; Myklebust, Grethe; Kristianslund, Eirik; Moltubakk, Marie M; Krosshaug, Tron
2018-05-23
Risberg, MA, Steffen, K, Nilstad, A, Myklebust, G, Kristianslund, E, Moltubakk, MM, and Krosshaug, T. Normative quadriceps and hamstring muscle strength values for female, healthy, elite handball and football players. J Strength Cond Res XX(X): 000-000, 2018-This study presents normative values for isokinetic knee extension and flexion muscle strength tests in 350 elite, female, handball (n = 150) and football (n = 200) players. Isokinetic concentric muscle strength tests at 60°·sec were recorded bilaterally using a dynamometer. Peak torque (in Newton meter [N·m]), body mass normalized peak torque (N·m·kg), and hamstring to quadriceps ratio (H:Q ratio) for dominant and nondominant legs were recorded. The female elite players were 20.9 ± 4.0 years, started playing at the elite level at the age of 18.2 ± 2.7 years, with a mean of 9.7 ± 2.2 hours of weekly in-season training. Handball players demonstrated greater quadriceps muscle strength compared with football players (11.0%) (p < 0.001), also when normalized to body mass (4.1%) (p = 0.012), but not for weight-adjusted hamstring muscle strength. The H:Q ratio was higher on the dominant compared with the nondominant leg for handball players only (p = 0.012).The H:Q ratio was significantly lower for handball players (0.58) compared with football players (0.60) (p < 0.02). These normative values for isokinetic knee extension and flexion torques of healthy, elite, female handball and football players can be used to set rehabilitation goals for muscle strength after injury and enable comparison with uninjured legs. Significantly greater quadriceps muscle strength was found for handball players compared with football players, also when normalized to body mass.This is an open-access article distributed under the terms of the Creative Commons Attribution-Non Commercial-No Derivatives License 4.0 (CCBY-NC-ND), where it is permissible to download and share the work provided it is properly cited. The work cannot be changed in any way or used commercially without permission from the journal.
Schuth, G; Carr, G; Barnes, C; Carling, C; Bradley, P S
2016-01-01
Positional variation in match performance is well established in elite soccer but no information exists on players switching positions. This study investigated the influence of elite players interchanging from one position to another on physical and technical match performance. Data were collected from multiple English Premier League (EPL) seasons using a computerised tracking system. After adhering to stringent inclusion criteria, players were examined across several interchanges: central-defender to fullback (CD-FB, n = 11, 312 observations), central-midfielder to wide-midfielder (CM-WM, n = 7, 171 observations), wide-midfielder to central-midfielder (WM-CM, n = 7, 197 observations) and attacker to wide-midfielder (AT-WM, n = 4, 81 observations). Players interchanging from CD-FB covered markedly more high-intensity running and sprinting distance (effect size [ES]: -1.56 and -1.26), lost more possessions but made more final third entries (ES: -1.23 and -1.55). Interchanging from CM-WM and WM-CM resulted in trivial to moderate differences in both physical (ES: -0.14-0.59 and -0.21-0.39) and technical performances (ES: -0.48-0.64 and -0.36-0.54). Players interchanging from AT-WM demonstrated a moderate difference in high-intensity running without possession (ES: -0.98) and moderate-to-large differences in the number of clearances, tackles and possessions won (ES: -0.77, -1.16 and -1.41). The data demonstrate that the physical and technical demands vary greatly from one interchange to another but utility players seem able to adapt to these positional switches.
Personal Health Records - Multiple Languages
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The Tumor Microenvironment: A Pitch for Multiple Players
Schiavoni, Giovanna; Gabriele, Lucia; Mattei, Fabrizio
2013-01-01
The cancer microenvironment may be conceptually regarded as a pitch where the main players are resident and non-resident cellular components, each covering a defined role and interconnected by a complex network of soluble mediators. The crosstalk between these cells and the tumor cells within this environment crucially determines the fate of tumor progression. Immune cells that infiltrate the tumor bed are transported there by blood circulation and exert a variety of effects, either counteracting or favoring tumor outgrowth. Here, we review and discuss the multiple populations composing the tumor bed, with special focus on immune cells subsets that positively or negatively dictate neoplastic progression. In this scenario, the contribution of cancer stem cells within the tumor microenvironment will also be discussed. Finally, we illustrate recent advances on new integrated approaches to investigate the tumor microenvironment in vitro. PMID:23616948
Enumeration versus multiple object tracking: the case of action video game players
Green, C.S.; Bavelier, D.
2010-01-01
Here, we demonstrate that action video game play enhances subjects’ ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of squares was reached. Importantly, this critical number was higher by about two items in video game players (VGPs) than in non-video game players (NVGPs). A following control study indicated that this improvement was not due to an enhanced ability to instantly apprehend the numerosity of the display, a process known as subitizing, but rather due to an enhancement in the slower more serial process of counting. To confirm that video game play facilitates the processing of multiple objects at once, we compared VGPs and NVGPs on the multiple object tracking task (MOT), which requires the allocation of attention to several items over time. VGPs were able to successfully track approximately two more items than NVGPs. Furthermore, NVGPs trained on an action video game established the causal effect of game playing in the enhanced performance on the two tasks. Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes in visual short-term memory skills. PMID:16359652
Enumeration versus multiple object tracking: the case of action video game players.
Green, C S; Bavelier, D
2006-08-01
Here, we demonstrate that action video game play enhances subjects' ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of squares was reached. Importantly, this critical number was higher by about two items in video game players (VGPs) than in non-video game players (NVGPs). A following control study indicated that this improvement was not due to an enhanced ability to instantly apprehend the numerosity of the display, a process known as subitizing, but rather due to an enhancement in the slower more serial process of counting. To confirm that video game play facilitates the processing of multiple objects at once, we compared VGPs and NVGPs on the multiple object tracking task (MOT), which requires the allocation of attention to several items over time. VGPs were able to successfully track approximately two more items than NVGPs. Furthermore, NVGPs trained on an action video game established the causal effect of game playing in the enhanced performance on the two tasks. Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes in visual short-term memory skills.
Wei, Shun-Hwa; Chiang, Jinn-Yen; Shiang, Tzyy-Yuang; Chang, Hsiao-Yun
2006-03-01
To test the hypothesis that recreational tennis players transmit more shock impact from the racket to the elbow joint than experienced tennis players during the backhand stroke. Also, to test whether recreational tennis players used higher electromyographic (EMG) activities in common wrist extensor and flexor around epicondylar region at follow-through phase. A repeated-measure, cross-sectional study. National College of Physical Education and Sports at Taipei, Taiwan. Twenty-four male tennis players with no abnormal forearm musculoskeletal injury participated in the study. According to performance level, subjects were categorized into 2 groups: experienced and recreational. Impact transmission and wrist extensor-flexor EMG for backhand acceleration, impact, and follow-through phases were recorded for each player. An independent t test with a significance level of 0.05 was used to examine mean differences of shock impact and EMG between the 2 test groups. One-way ANOVA associated with Tukey multiple comparisons was used to identify differences among different impact locations and EMG phases. Experienced athletes reduced the racket impact to the elbow joint by 89.2%, but recreational players reduced it by only 61.8%. The largest EMG differences were found in the follow-through phase (P<0.05). Experienced athletes showed that their extensor and flexor EMGs were at submaximal level for follow-through phase, whereas recreational players maintained their flexor and extensor EMGs at either supramaximal or maximal level. Our results support the hypothesis that recreational players transmit more shock impact from the racket to the elbow joint and use larger wrist flexor and extensor EMG activities at follow-through phase of the backhand stroke. Follow-through control is proposed as a critical factor for reduction of shock transmission. Clinicians or trainers should instruct beginners to quickly release their grip tightness after ball-to-racket impact to reduce shock impact transmission to the wrist and elbow.
Busfield, Benjamin T; Kharrazi, F Daniel; Starkey, Chad; Lombardo, Stephen J; Seegmiller, Jeffrey
2009-08-01
The purpose of this study was to determine the rate of return to play and to quantify the effect on the basketball player's performance after surgical reconstruction of the anterior cruciate ligament (ACL). Surgical injuries involving the ACL were queried for a 10-year period (1993-1994 season through 2004-2005 season) from the database maintained by the National Basketball Association (NBA). Standard statistical categories and player efficiency rating (PER), a measure that accounts for positive and negative playing statistics, were calculated to determine the impact of the injury on player performance relative to a matched comparison group. Over the study period, 31 NBA players had 32 ACL reconstructions. Two patients were excluded because of multiple ACL injuries, one was excluded because he never participated in league play, and another was the result of nonathletic activity. Of the 27 players in the study group, 6 (22%) did not return to NBA competition. Of the 21 players (78%) who did return to play, 4 (15%) had an increase in the preinjury PER, 5 (19%) remained within 1 point of the preinjury PER, and the PER decreased by more than 1 point after return to play in 12 (44%). Although decreases occurred in most of the statistical categories for players returning from ACL surgery, the number of games played, field goal percentage, and number of turnovers per game were the only categories with a statistically significant decrease. Players in the comparison group had a statistically significant increase in the PER over their careers, whereas the study group had a marked, though not statistically significant, increase in the PER in the season after reconstruction. After ACL reconstruction in 27 basketball players, 22% did not return to a sanctioned NBA game. For those returning to play, performance decreased by more than 1 PER point in 44% of the patients, although the changes were not statistically significant relative to the comparison group. Level IV, therapeutic case series.
A Mathematical Modelling Approach to One-Day Cricket Batting Orders
Bukiet, Bruce; Ovens, Matthews
2006-01-01
While scoring strategies and player performance in cricket have been studied, there has been little published work about the influence of batting order with respect to One-Day cricket. We apply a mathematical modelling approach to compute efficiently the expected performance (runs distribution) of a cricket batting order in an innings. Among other applications, our method enables one to solve for the probability of one team beating another or to find the optimal batting order for a set of 11 players. The influence of defence and bowling ability can be taken into account in a straightforward manner. In this presentation, we outline how we develop our Markov Chain approach to studying the progress of runs for a batting order of non- identical players along the lines of work in baseball modelling by Bukiet et al., 1997. We describe the issues that arise in applying such methods to cricket, discuss ideas for addressing these difficulties and note limitations on modelling batting order for One-Day cricket. By performing our analysis on a selected subset of the possible batting orders, we apply the model to quantify the influence of batting order in a game of One Day cricket using available real-world data for current players. Key Points Batting order does effect the expected runs distribution in one-day cricket. One-day cricket has fewer data points than baseball, thus extreme values have greater effect on estimated probabilities. Dismissals rare and probabilities very small by comparison to baseball. Probability distribution for lower order batsmen is potentially skewed due to increased risk taking. Full enumeration of all possible line-ups is impractical using a single average computer. PMID:24357943
A mathematical modelling approach to one-day cricket batting orders.
Bukiet, Bruce; Ovens, Matthews
2006-01-01
While scoring strategies and player performance in cricket have been studied, there has been little published work about the influence of batting order with respect to One-Day cricket. We apply a mathematical modelling approach to compute efficiently the expected performance (runs distribution) of a cricket batting order in an innings. Among other applications, our method enables one to solve for the probability of one team beating another or to find the optimal batting order for a set of 11 players. The influence of defence and bowling ability can be taken into account in a straightforward manner. In this presentation, we outline how we develop our Markov Chain approach to studying the progress of runs for a batting order of non- identical players along the lines of work in baseball modelling by Bukiet et al., 1997. We describe the issues that arise in applying such methods to cricket, discuss ideas for addressing these difficulties and note limitations on modelling batting order for One-Day cricket. By performing our analysis on a selected subset of the possible batting orders, we apply the model to quantify the influence of batting order in a game of One Day cricket using available real-world data for current players. Key PointsBatting order does effect the expected runs distribution in one-day cricket.One-day cricket has fewer data points than baseball, thus extreme values have greater effect on estimated probabilities.Dismissals rare and probabilities very small by comparison to baseball.Probability distribution for lower order batsmen is potentially skewed due to increased risk taking.Full enumeration of all possible line-ups is impractical using a single average computer.
INJURIES IN QUIDDITCH: A DESCRIPTIVE EPIDEMIOLOGICAL STUDY.
Pennington, Rachel; Cooper, Ashley; Edmond, Evan; Faulkner, Alastair; Reidy, Michael J; Davies, Peter S E
2017-10-01
Quidditch is a fast growing, physically intense, mixed-gender full-contact sport. Originally adapted from Harry Potter novels, quidditch was first played in 2005 in the USA but is now played worldwide. It is essential to elucidate patterns of injury for the safety and growth of the sport of quidditch. It also provides a unique opportunity to study injury patterns in mixed-gender full-contact sport, an area of increasing importance with the developing culture of transition from single-gender to mixed-gender sports. The purpose of this investigation was to examine the types of injuries sustained while playing quidditch in terms of their incidence, anatomical distribution and severity, and gender distribution. An anonymous self-reporting questionnaire was distributed to all active quidditch players in the UK. Data collection included player demographics, type of injury, mechanism of injury, player position, experience and treatment required, relating to the previous 12 months. A total of 348 participants of 684 eligible athletes responded to the questionnaire representing a 50.87% response rate. There were 315 injuries reported by 180 athletes in total, with an overall incidence of 4.06 injuries per 1,000 hours. A statistically significantly different rate of concussion was observed with female athletes sustaining more concussion than males (p=0.006). The overall rate of concussion was 0.651/1000hrs in males and 1.163/1000hrs in females (0.877/1000 hours overall). This study provides the first quantitative description of injury rates in quidditch. The overall injury rates are no higher than those reported in other recreational contact sports. Female athletes were found to have a higher rate of concussion, which needs further investigation. These findings are relevant to players concerned about safety in quidditch and to governing bodies regarding governance of the sport. 3b.
Frequency and location of head impact exposures in individual collegiate football players.
Crisco, Joseph J; Fiore, Russell; Beckwith, Jonathan G; Chu, Jeffrey J; Brolinson, Per Gunnar; Duma, Stefan; McAllister, Thomas W; Duhaime, Ann-Christine; Greenwald, Richard M
2010-01-01
Measuring head impact exposure is a critical step toward understanding the mechanism and prevention of sport-related mild traumatic brain (concussion) injury, as well as the possible effects of repeated subconcussive impacts. To quantify the frequency and location of head impacts that individual players received in 1 season among 3 collegiate teams, between practice and game sessions, and among player positions. Cohort study. Collegiate football field. One hundred eighty-eight players from 3 National Collegiate Athletic Association football teams. Participants wore football helmets instrumented with an accelerometer-based system during the 2007 fall season. The number of head impacts greater than 10 g and location of the impacts on the player's helmet were recorded and analyzed for trends and interactions among teams (A, B, or C), session types, and player positions using Kaplan-Meier survival curves. The total number of impacts players received was nonnormally distributed and varied by team, session type, and player position. The maximum number of head impacts for a single player on each team was 1022 (team A), 1412 (team B), and 1444 (team C). The median number of head impacts on each team was 4.8 (team A), 7.5 (team B), and 6.6 (team C) impacts per practice and 12.1 (team A), 14.6 (team B), and 16.3 (team C) impacts per game. Linemen and linebackers had the largest number of impacts per practice and per game. Offensive linemen had a higher percentage of impacts to the front than to the back of the helmet, whereas quarterbacks had a higher percentage to the back than to the front of the helmet. The frequency of head impacts and the location on the helmet where the impacts occur are functions of player position and session type. These data provide a basis for quantifying specific head impact exposure for studies related to understanding the biomechanics and clinical aspects of concussion injury, as well as the possible effects of repeated subconcussive impacts in football.
Methods for detrending success metrics to account for inflationary and deflationary factors*
NASA Astrophysics Data System (ADS)
Petersen, A. M.; Penner, O.; Stanley, H. E.
2011-01-01
Time-dependent economic, technological, and social factors can artificially inflate or deflate quantitative measures for career success. Here we develop and test a statistical method for normalizing career success metrics across time dependent factors. In particular, this method addresses the long standing question: how do we compare the career achievements of professional athletes from different historical eras? Developing an objective approach will be of particular importance over the next decade as major league baseball (MLB) players from the "steroids era" become eligible for Hall of Fame induction. Some experts are calling for asterisks (*) to be placed next to the career statistics of athletes found guilty of using performance enhancing drugs (PED). Here we address this issue, as well as the general problem of comparing statistics from distinct eras, by detrending the seasonal statistics of professional baseball players. We detrend player statistics by normalizing achievements to seasonal averages, which accounts for changes in relative player ability resulting from a range of factors. Our methods are general, and can be extended to various arenas of competition where time-dependent factors play a key role. For five statistical categories, we compare the probability density function (pdf) of detrended career statistics to the pdf of raw career statistics calculated for all player careers in the 90-year period 1920-2009. We find that the functional form of these pdfs is stationary under detrending. This stationarity implies that the statistical regularity observed in the right-skewed distributions for longevity and success in professional sports arises from both the wide range of intrinsic talent among athletes and the underlying nature of competition. We fit the pdfs for career success by the Gamma distribution in order to calculate objective benchmarks based on extreme statistics which can be used for the identification of extraordinary careers.
Drawer, S; Fuller, C.; Waddington, I
2002-01-01
Objective: To determine the views of retired players about the provision of support services in English professional soccer before and after retirement and to assess the impact of career ending injury on these views. Method: An anonymous self administered questionnaire was distributed to 500 former players registered with the English Professional Footballers' Association. The questions asked about personal details, current medical status, reasons for retirement, perceptions of the provision and quality of support services, and use of prophylactic treatments while injured. Results: Of the 500 questionnaires distributed, 185 (37%) were returned. The Professional Footballers' Association provided significantly (p<0.001) more help and advice to retired players on medical, financial, career, and educational matters than any other organisation. Although respondents showed some satisfaction with the provision of medical support, they were significantly (p<0.001) less satisfied with the provision of sports science (23%) and education/welfare (19%) support. Respondents who had retired through injury, however, were more dissatisfied with the provision of all services. Significantly (p<0.001) more respondents agreed with the view that injuries would reduce income earning potential, contribute to medical problems, and restrict the duration of their playing career. Respondents who had been medically diagnosed with osteoarthritis were significantly more likely, at some time, to have regularly received steroid injections while injured. Conclusion: The results presented are consistent with other evidence that the provision of injury prevention and socioeconomic services at professional soccer clubs is inadequate. The soccer industry should therefore develop a long term strategy for managing the needs of players who are forced to retire through injury. PMID:11867490
Hydration and thermal strain during tennis in the heat.
Bergeron, Michael F
2014-04-01
Competitive tennis in the heat can prompt substantial sweat losses and extensive consequent body water and electrolyte deficits, as well as a level of thermal strain that considerably challenges a player's physiology, perception of effort, and on-court well-being and performance. Adequate hydration and optimal performance can be notably difficult to maintain when multiple same-day matches are played on successive days in hot weather. Despite the recognised effects of the heat, much more research needs to be carried out to better appreciate the broader scope and full extent of the physiological demands and hydration and thermal strain challenges facing junior and adult players in various environments, venues and competition scenarios. However, certain recommendations of best practices should be emphasised to minimise exertional heat illness risk and improve player safety, well-being and on-court performance.
NASA Astrophysics Data System (ADS)
Grasselli, Agnese; Vangelista, Alessandro; Bolli, Stefano
Main Players in ICT arena, especially those with multiple assets such as fixed and mobile networks are evolving towards innovative services that leverage on a particular asset's specificity (e.g. mobility, bandwidth, location …) but assure a seamless user experience .
Chess databases as a research vehicle in psychology: Modeling large data.
Vaci, Nemanja; Bilalić, Merim
2017-08-01
The game of chess has often been used for psychological investigations, particularly in cognitive science. The clear-cut rules and well-defined environment of chess provide a model for investigations of basic cognitive processes, such as perception, memory, and problem solving, while the precise rating system for the measurement of skill has enabled investigations of individual differences and expertise-related effects. In the present study, we focus on another appealing feature of chess-namely, the large archive databases associated with the game. The German national chess database presented in this study represents a fruitful ground for the investigation of multiple longitudinal research questions, since it collects the data of over 130,000 players and spans over 25 years. The German chess database collects the data of all players, including hobby players, and all tournaments played. This results in a rich and complete collection of the skill, age, and activity of the whole population of chess players in Germany. The database therefore complements the commonly used expertise approach in cognitive science by opening up new possibilities for the investigation of multiple factors that underlie expertise and skill acquisition. Since large datasets are not common in psychology, their introduction also raises the question of optimal and efficient statistical analysis. We offer the database for download and illustrate how it can be used by providing concrete examples and a step-by-step tutorial using different statistical analyses on a range of topics, including skill development over the lifetime, birth cohort effects, effects of activity and inactivity on skill, and gender differences.
Solomon, Gary S; Kuhn, Andrew W; Zuckerman, Scott L; Casson, Ira R; Viano, David C; Lovell, Mark R; Sills, Allen K
2016-05-01
A recent study found that an earlier age of first exposure (AFE) to tackle football was associated with long-term neurocognitive impairment in retired National Football League (NFL) players. To assess the association between years of exposure to pre-high school football (PreYOE) and neuroradiological, neurological, and neuropsychological outcome measures in a different sample of retired NFL players. Cross-sectional study; Level of evidence, 3. Forty-five former NFL players were included in this study. All participants prospectively completed extensive history taking, a neurological examination, brain magnetic resonance imaging, and a comprehensive battery of neuropsychological tests. To measure the associations between PreYOE and these outcome measures, multiple regression models were utilized while controlling for several covariates. After applying a Bonferroni correction for multiple comparisons, none of the neurological, neuroradiological, or neuropsychological outcome measures yielded a significant relationship with PreYOE. A second Bonferroni-corrected analysis of a subset of these athletes with self-reported learning disability yielded no significant relationships on paper-and-pencil neurocognitive tests but did result in a significant association between learning disability and computerized indices of visual motor speed and reaction time. The current study failed to replicate the results of a prior study, which concluded that an earlier AFE to tackle football might result in long-term neurocognitive deficits. In 45 retired NFL athletes, there were no associations between PreYOE and neuroradiological, neurological, and neuropsychological outcome measures. © 2016 The Author(s).
Michalsik, Lars Bojsen; Madsen, Klavs; Aagaard, Per
2015-02-01
Modern team handball match-play imposes substantial physical and technical demands on elite players. However, only limited knowledge seems to exist about the specific working requirements in elite team handball. Thus, the purpose of this study was to examine the physical demands imposed on male elite team handball players in relation to playing position and body anthropometry. Based on continuous video recording of individual players during elite team handball match-play (62 tournament games, ∼4 players per game), computerized technical match analysis was performed in male elite team handball players along with anthropometric measurements over a 6 season time span. Technical match activities were distributed in 6 major types of playing actions (shots, breakthroughs, fast breaks, tackles, technical errors, and defense errors) and further divided into various subcategories (e.g., hard or light tackles, type of shot, claspings, screenings, and blockings). Players showed 36.9 ± 13.1 (group mean ± SD) high-intense technical playing actions per match with a mean total effective playing time of 53.85 ± 5.87 minutes. In offense, each player performed 6.0 ± 5.2 fast breaks, received 34.5 ± 21.3 tackles in total, and performed in defense 3.7 ± 3.5 blockings, 3.9 ± 3.0 claspings, and 5.8 ± 3.6 hard tackles. Wing players (84.5 ± 5.8 kg, 184.9 ± 5.7 cm) were less heavy and smaller (p < 0.001) than backcourt players (94.7 ± 7.1 kg, 191.9 ± 5.4 cm) and pivots (99.4 ± 6.2 kg, 194.8 ± 3.6 cm). In conclusion, modern male elite team handball match-play is characterized by a high number of short-term, high-intense intermittent technical playing actions. Indications of technical fatigue were observed. Physical demands differed between playing positions with wing players performing more fast breaks and less physical confrontations with opponent players than backcourt players and pivots. Body anthropometry seemed to have an important influence on playing performance because it is highly related to playing positions. The present observations suggest that male elite team handball players should implement more position-specific training regimens, while also focusing on anaerobic training and strength training.
Chen, Bob; Mok, Damon; Lee, Winson C C; Lam, Wing Kai
2015-02-01
To examine the effect of a high-intensity stepwise conditioning programme combined with multiple recovery measures on physical fitness, agility, and knee pain symptoms of an injured player. A single case study. University-based conditioning training laboratory. One 26-year-old male world-class badminton player (height, 190.0 cm; weight, 79.3 kg; left dominant hand; playing experience, 16 years; former world champion) with patellar tendinosis and calcification of his left knee. The player received seven conditioning sessions over three weeks. During the programme, there was a gradual increase in training duration and load across sessions while cold therapy, manual stretches and massage were administered after each session to minimise inflammation. The training outcome was evaluated with three different testing methods: standard step test, badminton-specific agility test, and tension-pain rating. The conditioning programme reduced knee pain symptoms and improved actual performance and cardiopulmonary fitness during the agility task. The player was able to return to sport and compete within a month. A high-intensity stepwise conditioning programme improved the physical fitness while sufficient recovery measures minimised any possible undesirable effects and promoted faster return to elite level competition. Copyright © 2014 Elsevier Ltd. All rights reserved.
Player-Tracking Technology: Half-Full or Half-Empty Glass?
Buchheit, Martin; Simpson, Ben Michael
2017-04-01
With the ongoing development of microtechnology, player tracking has become one of the most important components of load monitoring in team sports. The 3 main objectives of player tracking are better understanding of practice (provide an objective, a posteriori evaluation of external load and locomotor demands of any given session or match), optimization of training-load patterns at the team level, and decision making on individual players' training programs to improve performance and prevent injuries (eg, top-up training vs unloading sequences, return to play progression). This paper discusses the basics of a simple tracking approach and the need to integrate multiple systems. The limitations of some of the most used variables in the field (including metabolic-power measures) are debated, and innovative and potentially new powerful variables are presented. The foundations of a successful player-monitoring system are probably laid on the pitch first, in the way practitioners collect their own tracking data, given the limitations of each variable, and how they report and use all this information, rather than in the technology and the variables per se. Overall, the decision to use any tracking technology or new variable should always be considered with a cost/benefit approach (ie, cost, ease of use, portability, manpower/ability to affect the training program).
Adolescents risky MP3-player listening and its psychosocial correlates.
Vogel, Ineke; Brug, Johannes; Van der Ploeg, Catharina P B; Raat, Hein
2011-04-01
Analogue to occupational noise-induced hearing loss, MP3-induced hearing loss may be evolving into a significant social and public health problem. To inform prevention strategies and interventions, this study investigated correlates of adolescents' risky MP3-player listening behavior primarily informed by protection motivation theory. We invited 1687 adolescents (12- to 19-year old) of Dutch secondary schools to complete questionnaires about their MP3-player listening, sociodemographic characteristics and presumed psychosocial determinants of MP3-player listening. Of all participants, 90% reported listening to music through earphones on MP3 players; 28.6% were categorized as listeners at risk for hearing loss due to estimated exposure of 89 dBA for ≥1 hour per day. Compared with listeners not at risk for hearing loss, listeners at risk were more likely not to live with both parents, to experience rewards of listening to high-volume levels, to report a high habit strength related to risky MP3 listening, and were less likely to be motivated to protect their hearing. Habit strength was the strongest correlate of risky listening behavior, suggesting that voluntary behavior change among adolescents might be difficult to achieve and that a multiple strategy approach may be needed to prevent MP3-induced hearing loss.
Relationship between performance variables and baseball ability in youth baseball players.
Nakata, Hiroki; Nagami, Tomoyuki; Higuchi, Takatoshi; Sakamoto, Kiwako; Kanosue, Kazuyuki
2013-10-01
The present study investigated the relationship of performance variables and anthropometric measurements on baseball ability in 164 youth baseball players (age: 6.4-15.7 years). To evaluate their baseball performance, ball speeds in pitching and batting were recorded and kinetic energies of the pitched and hit balls were calculated. To record anthropometric and physical fitness characteristics, height and weight were measured and a battery of physical fitness tests covering standing long jump, side steps, sit-ups, 10-m sprint, trunk flexion, back strength, and grip strengths of both hands were conducted. The results of a multiple regression analysis revealed several significant predictors: age, body mass index (BMI), standing long jump, 10-m sprint, and grip strength for pitched ball kinetic energy and age, BMI, standing long jump, and back strength for hit ball kinetic energy. This study provides scientific evidence that relates certain specific physical performance tests and body characteristics with high achievement in the actual performance of pitching and batting. Youth players, their parents, coaches, and trainers would benefit by addressing these characteristics when planning training programs to improve the baseball performance of youth players.
Valente-dos-Santos, J; Coelho-e-Silva, M J; Duarte, J; Pereira, J; Rebelo-Gonçalves, R; Figueiredo, A; Mazzuco, M A; Sherar, L B; Elferink-Gemser, M T; Malina, R M
2014-08-01
This study evaluates the contributions of age, skeletal maturation, body size and composition, training and playing position to the development of agility and dribbling speed in young male soccer players (10-18 years) followed longitudinally. 83 players [defenders (n=35), midfielders (n=27), forwards (n=21)] were followed annually over 5 years (average: 4.4 observations per player). Skeletal age (SA), stature, body mass, triceps and subscapular skinfolds, agility and dribbling speed were measured annually. Body composition was estimated from the 2 skinfolds. Annual training volume was estimated from weekly participation forms completed by coaches. The multiplicative allometric models with the best statistical fit showed that statural growth of 1 cm predicts 1.334 s and 1.927 s of improvement in agility and dribbling speed, respectively. Significant independent effects of fat-free mass and annual volume training were found for agility and dribbling speed, respectively (P<0.05). Predicted agility (from 12 to 18 years of SA) and dribbling speed (from 13 to 18 years of SA) differed significantly among players by playing positions (midfielders>forwards>defenders). The present results provide developmental models for the interpretation of intra- and inter-individual variability in agility and dribbling speed among youth soccer players across adolescence, and may provide a framework for trainers and coaches to develop and evaluate individualized training protocols. © Georg Thieme Verlag KG Stuttgart · New York.
Gender as a variable in the assessment of final year degree-level communication skills.
Wiskin, Connie M D; Allan, Teresa F; Skelton, John R
2004-02-01
To investigate possible bias due to gender combination of students, role players and examiners in a high-stakes assessment. Valid oral interactive contextualized examinations (VOICEs) is a long-station OSCE-style exam in general practice (GP). At the time of writing it consisted of 65% of the student's final GP mark. In the VOICE, students undertake six tasks--four vivas and two role-plays. "Patient" roles are taken by professional role players who work regularly on the undergraduate curriculum. During the role-play, the student's clinical competence is assessed by an observing GP examiner. The communication skills marks are awarded by the role player and the examiner together, by negotiation. Data have been recorded detailing the role player's initial marks, the examiner's initial marks and their final (awarded) agreed marks for 1024 consultations. 512 final year medical students, 28 role players and 48 examiners. There were no inclusion or exclusion criteria. All those present on exam day became part of the data. There was a significant relationship between gender and performance for some, but not all, stations. Correlations for multiple comparisons removed the significance. Female students perform better across the board than male students. While not always significant, this did affect grading. There was no significant association between the genders of role players and examiners with the question choices. There has been a significant worsening of male results since 1999. Differences exist in the way that pairs of mixed or single genders score students.
Clinicopathological Evaluation of Chronic Traumatic Encephalopathy in Players of American Football.
Mez, Jesse; Daneshvar, Daniel H; Kiernan, Patrick T; Abdolmohammadi, Bobak; Alvarez, Victor E; Huber, Bertrand R; Alosco, Michael L; Solomon, Todd M; Nowinski, Christopher J; McHale, Lisa; Cormier, Kerry A; Kubilus, Caroline A; Martin, Brett M; Murphy, Lauren; Baugh, Christine M; Montenigro, Phillip H; Chaisson, Christine E; Tripodis, Yorghos; Kowall, Neil W; Weuve, Jennifer; McClean, Michael D; Cantu, Robert C; Goldstein, Lee E; Katz, Douglas I; Stern, Robert A; Stein, Thor D; McKee, Ann C
2017-07-25
Players of American football may be at increased risk of long-term neurological conditions, particularly chronic traumatic encephalopathy (CTE). To determine the neuropathological and clinical features of deceased football players with CTE. Case series of 202 football players whose brains were donated for research. Neuropathological evaluations and retrospective telephone clinical assessments (including head trauma history) with informants were performed blinded. Online questionnaires ascertained athletic and military history. Participation in American football at any level of play. Neuropathological diagnoses of neurodegenerative diseases, including CTE, based on defined diagnostic criteria; CTE neuropathological severity (stages I to IV or dichotomized into mild [stages I and II] and severe [stages III and IV]); informant-reported athletic history and, for players who died in 2014 or later, clinical presentation, including behavior, mood, and cognitive symptoms and dementia. Among 202 deceased former football players (median age at death, 66 years [interquartile range, 47-76 years]), CTE was neuropathologically diagnosed in 177 players (87%; median age at death, 67 years [interquartile range, 52-77 years]; mean years of football participation, 15.1 [SD, 5.2]), including 0 of 2 pre-high school, 3 of 14 high school (21%), 48 of 53 college (91%), 9 of 14 semiprofessional (64%), 7 of 8 Canadian Football League (88%), and 110 of 111 National Football League (99%) players. Neuropathological severity of CTE was distributed across the highest level of play, with all 3 former high school players having mild pathology and the majority of former college (27 [56%]), semiprofessional (5 [56%]), and professional (101 [86%]) players having severe pathology. Among 27 participants with mild CTE pathology, 26 (96%) had behavioral or mood symptoms or both, 23 (85%) had cognitive symptoms, and 9 (33%) had signs of dementia. Among 84 participants with severe CTE pathology, 75 (89%) had behavioral or mood symptoms or both, 80 (95%) had cognitive symptoms, and 71 (85%) had signs of dementia. In a convenience sample of deceased football players who donated their brains for research, a high proportion had neuropathological evidence of CTE, suggesting that CTE may be related to prior participation in football.
The prisoner’s dilemma on co-evolving networks under perfect rationality
NASA Astrophysics Data System (ADS)
Biely, Christoly; Dragosits, Klaus; Thurner, Stefan
2007-04-01
We consider the prisoner’s dilemma being played repeatedly on a dynamic network, where agents may choose their actions as well as their co-players. This leads to co-evolution of network structure and strategy patterns of the players. Individual decisions are made fully rationally and are based on local information only. They are made such that links to defecting agents are resolved and that cooperating agents build up new links. The exact form of the updating scheme is motivated by profit maximization and not by imitation. If players update their decisions in a synchronized way the system exhibits oscillatory dynamics: Periods of growing cooperation (and total linkage) alternate with periods of increasing defection. The cyclical behavior is reduced and the system stabilizes at significant total cooperation levels when players are less synchronized. In this regime we find emergent network structures resembling ‘complex’ and hierarchical topology. The exponent of the power-law degree distribution ( γ∼8.6) perfectly matches empirical results for human communication networks.
The Lazarillo’s game: Sharing resources with asymmetric conditions
2017-01-01
The Lazarillo of Tormes’ picaresque novel introduces a story where two subjects sequentially extract (one, two or three) tokens from a common pool in an asymmetric information framework (the first player cannot observe her partners’ actions). By introducing a reward for both subjects in case that in every period at least one subject had taken one single token, we define an interesting coordination game. We conduct an experiment with 120 undergraduate students to study their behavior in this framework. We find that if the second player is allowed to take more tokens than her partner, then the frequency of cooperators does not seem to be affected by the informational asymmetry. Nevertheless, this asymmetry (i) incentives the second player to use her ‘power of extraction’ while the social externality is still available, (ii) yields to more asymmetric profit distributions when subjects win the social externality and (iii) delays the breach period in case of coordination failure. Furthermore, the first choice of the first player is determinant for getting the reward. PMID:28704408
Complex networks untangle competitive advantage in Australian football
NASA Astrophysics Data System (ADS)
Braham, Calum; Small, Michael
2018-05-01
We construct player-based complex network models of Australian football teams for the 2014 Australian Football League season; modelling the passes between players as weighted, directed edges. We show that analysis of these measures can give an insight into the underlying structure and strategy of Australian football teams, quantitatively distinguishing different playing styles. The relationships observed between network properties and match outcomes suggest that successful teams exhibit well-connected passing networks with the passes distributed between all 22 players as evenly as possible. Linear regression models of team scores and match margins show significant improvements in R2 and Bayesian information criterion when network measures are added to models that use conventional measures, demonstrating that network analysis measures contain useful, extra information. Several measures, particularly the mean betweenness centrality, are shown to be useful in predicting the outcomes of future matches, suggesting they measure some aspect of the intrinsic strength of teams. In addition, several local centrality measures are shown to be useful in analysing individual players' differing contributions to the team's structure.
Complex networks untangle competitive advantage in Australian football.
Braham, Calum; Small, Michael
2018-05-01
We construct player-based complex network models of Australian football teams for the 2014 Australian Football League season; modelling the passes between players as weighted, directed edges. We show that analysis of these measures can give an insight into the underlying structure and strategy of Australian football teams, quantitatively distinguishing different playing styles. The relationships observed between network properties and match outcomes suggest that successful teams exhibit well-connected passing networks with the passes distributed between all 22 players as evenly as possible. Linear regression models of team scores and match margins show significant improvements in R 2 and Bayesian information criterion when network measures are added to models that use conventional measures, demonstrating that network analysis measures contain useful, extra information. Several measures, particularly the mean betweenness centrality, are shown to be useful in predicting the outcomes of future matches, suggesting they measure some aspect of the intrinsic strength of teams. In addition, several local centrality measures are shown to be useful in analysing individual players' differing contributions to the team's structure.
Analysis of Cohesion and Collective Efficacy Profiles for the Performance of Soccer Players
Leo, Francisco M.; Sánchez-Miguel, Pedro A.; Sánchez-Oliva, David; Amado, Diana; García-Calvo, Tomás
2013-01-01
The principal aims of the study were to define different profiles of cohesion and perceived efficacy in soccer players and to measure their differences in performance. The subjects were 235 soccer players in the under-18 category who played in the National League in Spain and 15 coaches whose ages ranged from 29 to 45 years. Diverse instruments to assess cohesion, perceived efficacy, and expectations of success were used in the study. Moreover, we measured playing time and performance. The results of the study proved the existence of four cohesion and efficacy profiles that presented significant differences in expectations of success, playing time, and performance. Furthermore, significant differences were found in the distribution of players in the teams as a function of performance. The main conclusion of this study is that soccer players with higher cohesion and collective efficacy levels belonged to teams that completed the season at the top-level classification. In contrast, athletes with low cohesion and collective efficacy usually played in unsuccessful teams. Coaches and sports psychologists are encouraged to promote both social and task cohesion and collective efficacy to enhance team performance. PMID:24511358
N-Player Quantum Games in an EPR Setting
Chappell, James M.; Iqbal, Azhar; Abbott, Derek
2012-01-01
The -player quantum games are analyzed that use an Einstein-Podolsky-Rosen (EPR) experiment, as the underlying physical setup. In this setup, a player’s strategies are not unitary transformations as in alternate quantum game-theoretic frameworks, but a classical choice between two directions along which spin or polarization measurements are made. The players’ strategies thus remain identical to their strategies in the mixed-strategy version of the classical game. In the EPR setting the quantum game reduces itself to the corresponding classical game when the shared quantum state reaches zero entanglement. We find the relations for the probability distribution for -qubit GHZ and W-type states, subject to general measurement directions, from which the expressions for the players’ payoffs and mixed Nash equilibrium are determined. Players’ payoff matrices are then defined using linear functions so that common two-player games can be easily extended to the -player case and permit analytic expressions for the Nash equilibrium. As a specific example, we solve the Prisoners’ Dilemma game for general . We find a new property for the game that for an even number of players the payoffs at the Nash equilibrium are equal, whereas for an odd number of players the cooperating players receive higher payoffs. By dispensing with the standard unitary transformations on state vectors in Hilbert space and using instead rotors and multivectors, based on Clifford’s geometric algebra (GA), it is shown how the N-player case becomes tractable. The new mathematical approach presented here has wide implications in the areas of quantum information and quantum complexity, as it opens up a powerful way to tractably analyze N-partite qubit interactions. PMID:22606258
Lahner, Matthias; von Schulze Pellengahr, Christoph; Walter, Philipp Alexander; Lukas, Carsten; Falarzik, Andreas; Daniilidis, Kiriakos; von Engelhardt, Lars Victor; Abraham, Christoph; Hennig, Ewald M; Hagen, Marco
2014-03-16
Femoroacetabular impingement (FAI) is predominant in young male athletes, but not much is known about gait differences in cases of increased hip alpha angles. In our study, the hip alpha angle of Nötzli of soccer players was quantified on the basis of magnetic resonance imaging (MRI) with axial oblique sequences. The aim of the current study was to compare the rearfoot motion and plantar pressure in male semiprofessional soccer players with increased alpha angles to age-matched amateur soccer players. In a prospective analysis, male semiprofessional and amateur soccer players had an MRI of the right hip to measure the alpha angle of Nötzli. In a biomechanical laboratory setting, 14 of these participants in each group ran in two shoe conditions. Simultaneously in-shoe pressure distribution, tibial acceleration, and rearfoot motion measurements of the right foot were performed. In the semiprofessional soccer group, the mean value of the alpha angle of group was 55.1 ± 6.58° (range 43.2-76.6°) and 51.6 ± 4.43° (range 41.9-58.8°) in the amateur group. In both shoe conditions, we found a significant difference between the two groups concerning the ground reaction forces, tibial acceleration, rearfoot motion and plantar pressure parameters (P < 0.01, P < 0.05, P = 0.04). Maximum rearfoot motion is about 22% lower in the semiprofessional group compared to the amateur group in both shoe conditions. This study confirmed that semiprofessional soccer players with increased alpha angles showed differences in gait kinematics compared to the amateur group. These findings support the need for a screening program for competitive soccer players. In cases of a conspicuous gait analysis and symptomatic hip pain, FAI must be ruled out by further diagnostic tests.
Emmonds, Stacey; Nicholson, G; Beggs, C; Jones, B; Bissas, A
2017-07-17
The purpose of this study was to determine the importance of physical qualities for speed and change of direction (CoD) ability in female soccer players. Data were collected on 10 female soccer players who were part of a professional English Women's Super League team. Player assessments included anthropometric (stature and body mass), body composition (dual-energy X-ray absorptiometry), speed (10m, 30m sprint), CoD ability (505 agility), aerobic (Yo-Yo Intermittent Recovery Test), lower-body strength (bilateral knee extensions) and power (countermovement jump [CMJ], squat jump [SJ], 30cm drop jump [DJ]) measures. The relationships between the variables were evaluated using eigenvector analysis and Pearson correlation analysis. Multiple linear regression revealed that the performance variables (10 and 20m speed, mean 505, and CoD deficit mean) can be predicted with almost 100% accuracy (i.e. adjusted R > 0.999) using various combinations of the predictor variables (DJ height, CMJ height, SJ height, lean body mass). An increase of one standard deviation (SD) in DJ height was associated with reductions of -5.636 and -9.082 SD in 10 m and 20 m sprint times. A one SD increase in CMJ also results in a reduction of -3.317 and -0.922 SD respectively in mean 505 and CoD deficit mean values. This study provides comparative data for professional English female soccer players that can be used by strength and conditioning coaches when monitoring player development and assessing the effectiveness of training programmes. Findings highlight the importance of developing reactive strength to improve speed and CoD ability in female soccer players.
Cazzola, Dario; Preatoni, Ezio; Stokes, Keith A; England, Michael E; Trewartha, Grant
2015-04-01
Biomechanical studies of the rugby union scrum have typically been conducted using instrumented scrum machines, but a large-scale biomechanical analysis of live contested scrummaging is lacking. We investigated whether the biomechanical loading experienced by professional front row players during the engagement phase of live contested rugby scrums could be reduced using a modified engagement procedure. Eleven professional teams (22 forward packs) performed repeated scrum trials for each of the three engagement techniques, outdoors, on natural turf. The engagement processes were the 2011/2012 (referee calls crouch-touch-pause-engage), 2012/2013 (referee calls crouch-touch-set) and 2013/2014 (props prebind with the opposition prior to the 'Set' command; PreBind) variants. Forces were estimated by pressure sensors on the shoulders of the front row players of one forward pack. Inertial Measurement Units were placed on an upper spine cervical landmark (C7) of the six front row players to record accelerations. Players' motion was captured by multiple video cameras from three viewing perspectives and analysed in transverse and sagittal planes of motion. The PreBind technique reduced biomechanical loading in comparison with the other engagement techniques, with engagement speed, peak forces and peak accelerations of upper spine landmarks reduced by approximately 20%. There were no significant differences between techniques in terms of body kinematics and average force during the sustained push phase. Using a scrum engagement process which involves binding with the opposition prior to the engagement reduces the stresses acting on players and therefore may represent a possible improvement for players' safety. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.
Risk factors associated with self-reported injury history in female youth soccer players.
Sugimoto, Dai; Howell, David R; Tocci, Noah X; Meehan, William P
2018-04-18
studies that investigate risk factors for musculoskeletal injuries in female youth athletes are limited, especially related to training attributes and position status. to determine risk factors including training attributes and position status for a self-reported musculoskeletal injury history in female youth soccer players. we conducted a cross-sectional study of young female soccer players (mean age: 13.6 ± 2.3 years). we asked about their history of musculoskeletal injuries using an electronic questionnaire. the proportion of young female soccer players with and without a history of soccer-related musculoskeletal injuries were compared based on physical characteristics, training attributes, position status (single vs. multiple), lower extremity strength, and joint laxity. a binary logistic regression analysis was used to generate, and adjusted odds ratios adjusted for potential co-variates (aor). a 95% confidence interval (95%ci) that did not cross one or p < 0.05 were considered statistically significant. a total of 160 young female soccer players (mean age: 13.6 ± 2.3 years) participated in the study. an independent association was found between prior musculoskeletal injuries and older ages (aor: 1.60, 95%ci: 1.17, 2.20, p = 0.004), higher weight (aor: 1.10, 95%ci: 1.01, 1.20, p = 0.026), and greater bmi (aor: 1.43, 95%ci: 1.07, 1.90, p = 0.014). musculoskeletal injuries were associated with age, weight, and bmi in female youth players. the current study indicates that maintaining proper body composition may be beneficial to reduce musculoskeletal injuries among female youth soccer players.
High Speed Running and Sprinting Profiles of Elite Soccer Players
Miñano-Espin, Javier; Casáis, Luis; Lago-Peñas, Carlos; Gómez-Ruano, Miguel Ángel
2017-01-01
Abstract Real Madrid was named as the best club of the 20th century by the International Federation of Football History and Statistics. The aim of this study was to compare if players from Real Madrid covered shorter distances than players from the opposing team. One hundred and forty-nine matches including league, cup and UEFA Champions League matches played by the Real Madrid were monitored during the 2001-2002 to the 2006-2007 seasons. Data from both teams (Real Madrid and the opponent) were recorded. Altogether, 2082 physical performance profiles were examined, 1052 from the Real Madrid and 1031 from the opposing team (Central Defenders (CD) = 536, External Defenders (ED) = 491, Central Midfielders (CM) = 544, External Midfielders (EM) = 233, and Forwards (F) = 278). Match performance data were collected using a computerized multiple-camera tracking system (Amisco Pro®, Nice, France). A repeated measures analysis of variance (ANOVA) was performed for distances covered at different intensities (sprinting (>24.0 km/h) and high-speed running (21.1-24.0 km/h) and the number of sprints (21.1-24.0 km/h and >24.0 km/h) during games for each player sectioned under their positional roles. Players from Real Madrid covered shorter distances in high-speed running and sprint than players from the opposing team (p < 0.01). While ED did not show differences in their physical performance, CD (p < 0.05), CM (p < 0.01), EM (p < 0.01) and F (p > 0.01) from Real Madrid covered shorter distances in high-intensity running and sprint and performed less sprints than their counterparts. Finally, no differences were found in the high-intensity running and sprint distances performed by players from Real Madrid depending on the quality of the opposition. PMID:28828087
A team fares well with a fair coach: Predictors of social loafing in interactive female sport teams.
De Backer, M; Boen, F; De Cuyper, B; Høigaard, R; Vande Broek, G
2015-12-01
The present research aimed to develop and test a theoretical model that links players' perceived justice of the coach to a more optimal motivational climate, which in turn increases players' team identification and cohesion, and results in lower levels of social loafing in female sport teams. Belgian elite female basketball, volleyball, and football players (study 1; N = 259; M(age) = 22.6) and Norwegian world-class female handball players (study 2; N = 110; M(age) = 22.8) completed questionnaires assessing players' perceived justice (distributive and procedural), motivational climate, team identification, team cohesion (task and social), and social loafing (perceived and self-reported). In both studies, confirmatory and exploratory path analyses indicated that perceived justice was positively related to a mastery climate (P < 0.05) and negatively to a performance climate (P < 0.05). In turn, a mastery climate was linked to increased levels of team identification (P < 0.05) and task cohesion (P < 0.05). Consequently, players' perceived and self-reported social loafing decreased (P < 0.05). The findings of both independent studies demonstrated the impact of coaches' fairness, and consequently, the motivational climate created by the coach on the optimal functioning of female sport teams. © 2015 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.
Cooperative vehicle routing problem: an opportunity for cost saving
NASA Astrophysics Data System (ADS)
Zibaei, Sedighe; Hafezalkotob, Ashkan; Ghashami, Seyed Sajad
2016-09-01
In this paper, a novel methodology is proposed to solve a cooperative multi-depot vehicle routing problem. We establish a mathematical model for multi-owner VRP in which each owner (i.e. player) manages single or multiple depots. The basic idea consists of offering an option that owners cooperatively manage the VRP to save their costs. We present cooperative game theory techniques for cost saving allocations which are obtained from various coalitions of owners. The methodology is illustrated with a numerical example in which different coalitions of the players are evaluated along with the results of cooperation and cost saving allocation methods.
Casamichana, David; Castellano, Julen; Castagna, Carlo
2012-03-01
This study compared the physical demands of friendly matches (FMs) and small-sided games (SGs) in semiprofessional soccer players by means of global positioning system technology. Twenty-seven semiprofessional soccer players were monitored during 7 FMs and 9 sessions involving different SGs. Their physical profile was described on the basis of 20 variables related to distances and frequencies at different running speeds, the number of accelerations, and through global indicators of workload such as the work:rest ratio, player workload, and the exertion index. Results showed significant differences (p < 0.01) between SGs and FMs for the following variables: overall workload (SG > FM); the distribution of the distance covered in the speed zones 7.0-12.9 km·h(-1) (SG > FM) and >21 km·h(-1) (FM > SG); the distribution of time spent in certain speed zones (FM > SG: 0.0-6.9 and >21 km·h(-1); FM > SG: 7.0-12.9 km·h(-1)). More sprints per hour of play were performed during FMs, with greater mean durations and distances, greater maximum durations and distances, and a greater frequency per hour of play for sprints of 10-40 and >40 m (p < 0.01). The frequency of repeated high-intensity efforts was higher during FM (p < 0.01). The results show that coaches and strength and conditioning professionals should consider FMs during their training routine to foster specific adaptations in the domain of high-intensity effort.
Wilke, Carolina F; Ramos, Guilherme P; Pacheco, Diogo A S; Santos, Weslley H M; Diniz, Mateus S L; Gonçalves, Gabriela G P; Marins, João C B; Wanner, Samuel P; Silami-Garcia, Emerson
2016-08-01
Wilke, CF, Ramos, GP, Pacheco, DAS, Santos, WHM, Diniz, MSL, Gonçalves, GGP, Marins, JCB, Wanner, SP, and Silami-Garcia, E. Metabolic demand and internal training load in technical-tactical training sessions of professional futsal players. J Strength Cond Res 30(8): 2330-2340, 2016-The aim of the study was to characterize aspects of technical-tactical training sessions of a professional futsal team. We addressed 4 specific aims: characterize the metabolic demands and intensity of these training sessions, compare the training intensity among players of different positions, compare the intensity of different futsal-specific activities (4 × 4, 6 × 4, and match simulation), and investigate the association between an objective (training impulse; TRIMP) and a subjective method (session rating of perceived exertion; sRPE) of measuring a player's internal training load. Twelve top-level futsal players performed an incremental exercise to determine their maximal oxygen consumption, maximal heart rate (HRmax), ventilatory threshold (VT), and respiratory compensation point (RCP). Each player's HR and RPE were measured and used to calculate energy expenditure, TRIMP, and sRPE during 37 training sessions over 8 weeks. The average intensity was 74 ± 4% of HRmax, which corresponded to 9.3 kcal·min. The players trained at intensities above the RCP, between the RCP and VT and below the VT for 20 ± 8%, 28 ± 6%, and 51 ± 10% of the session duration, respectively. Wingers, defenders, and pivots exercised at a similar average intensity but with different intensity distributions. No difference in intensity was found between the 3 typical activities. A strong correlation between the average daily TRIMP and sRPE was observed; however, this relationship was significant for only 4 of 12 players, indicating that sRPE is a useful tool for monitoring training loads but that it should be interpreted for each player individually rather than collectively.
Tanner-Whitehouse Skeletal Ages in Male Youth Soccer Players: TW2 or TW3?
Malina, Robert M; Coelho-E-Silva, Manuel J; Figueiredo, António J; Philippaerts, Renaat M; Hirose, Norikazu; Peña Reyes, Maria Eugenia; Gilli, Giulio; Benso, Andrea; Vaeyens, Roel; Deprez, Dieter; Guglielmo, Luiz F; Buranarugsa, Rojapon
2018-04-01
The Tanner-Whitehouse radius-ulna-short bone protocol (TW2 RUS) for the assessment of skeletal age (SA) is widely used to estimate the biological (skeletal) maturity status of children and adolescents. The scale for converting TW RUS ratings to an SA has been revised (TW3 RUS) and has implications for studies of youth athletes in age-group sports. The aim of this study was to compare TW2 and TW3 RUS SAs in an international sample of male youth soccer players and to compare distributions of players by maturity status defined by each SA protocol. SA assessments with the TW RUS method were collated for 1831 male soccer players aged 11-17 years from eight countries. RUS scores were converted to TW2 and TW3 SAs using the appropriate tables. SAs were related to chronological age (CA) in individual athletes and compared by CA groups. The difference of SA minus CA with TW2 SA and with TW3 SA was used to classify players as late, average, or early maturing with each method. Concordance of maturity classifications was evaluated with Cohen's Kappa coefficients. For the same RUS score, TW3 SAs were systematically and substantially reduced compared with TW2 SAs; mean differences by CA group ranged from - 0.97 to - 1.16 years. Kappa coefficients indicated at best fair concordance of TW2 and TW3 maturity classifications. Across the age range, 42% of players classified as average with TW2 SA were classified as late with TW3 SA, and 64% of players classified as early with TW2 SA were classified as average with TW3 SA. TW3 SAs were systematically lower than corresponding TW2 SAs in male youth soccer players. The differences between scales have major implications for the classification of players by maturity status, which is central to some talent development programs.
Devlin, Brooke L; Leveritt, Michael D; Kingsley, Michael; Belski, Regina
2017-04-01
Sports nutrition professionals aim to influence nutrition knowledge, dietary intake and body composition to improve athletic performance. Understanding the interrelationships between these factors and how they vary across sports has the potential to facilitate better-informed and targeted sports nutrition practice. This observational study assessed body composition (DXA), dietary intake (multiple-pass 24-hr recall) and nutrition knowledge (two previously validated tools) of elite and subelite male players involved in two team-based sports; Australian football (AF) and soccer. Differences in, and relationships between, nutrition knowledge, dietary intake and body composition between elite AF, subelite AF and elite soccer players were assessed. A total of 66 (23 ± 4 years, 82.0 ± 9.2 kg, 184.7 ± 7.7 cm) players participated. Areas of weaknesses in nutrition knowledge are evident (57% mean score obtained) yet nutrition knowledge was not different between elite and subelite AF and soccer players (58%, 57% and 56%, respectively, p > .05). Dietary intake was not consistent with recommendations in some areas; carbohydrate intake was lower (4.6 ± 1.5 g/kg/day, 4.5 ± 1.2 g/kg/day and 2.9 ± 1.1 g/kg/day for elite and subelite AF and elite soccer players, respectively) and protein intake was higher (3.4 ± 1.1 g/kg/day, 2.1 ± 0.7 g/kg/day and 1.9 ± 0.5 g/kg/day for elite and subelite AF and elite soccer players, respectively) than recommendations. Nutrition knowledge was positively correlated with fat-free soft tissue mass (n = 66; r 2 = .051, p = .039). This insight into known modifiable factors may assist sports nutrition professionals to be more specific and targeted in their approach to supporting players to achieve enhanced performance.
Selection, de-selection and progression in German football talent promotion.
Güllich, Arne
2014-01-01
This study explored to which extent the development of German professional football players is based on early talent identification (TID) and long-term nurture in talent promotion (TP) programmes or on their emergence in the course of repeated procedures of player selection and de-selection in these programmes through childhood and youth. The annual turnover of squad members in national junior teams (2001-2013) and youth elite academies was calculated; national U-team members were followed up with regard to nominations through subsequent seasons and to their success level eventually achieved at senior age; and all current Bundesliga players were analysed retrospectively regarding their earlier involvement in TID/TP programmes. Analyses revealed that the mean annual turnover of squad members was 24.5% (youth academies) and 41.0% (national U-teams), respectively. At any age, the probability of persisting in the programme three years later was <50%. Among current Bundesliga players, the age of recruitment into the TID/TP programme was widely evenly distributed across childhood and youth, respectively. Accordingly, the number of (future) Bundesliga players who were involved in TID/TP was built up continuously through all age categories. The observations suggest that the collective of professional players emerged from repeated procedures of selection and de-selection through childhood and youth rather than from early selection and long-term continuous nurture in TID/TP programmes. The findings are discussed with regard to the uncertainty of TID and of interventions applied to the selected players, and they are related to the individualistic and collectivistic approach in TP.
Effects of inhomogeneous activity of players and noise on cooperation in spatial public goods games
NASA Astrophysics Data System (ADS)
Guan, Jian-Yue; Wu, Zhi-Xi; Wang, Ying-Hai
2007-11-01
We study the public goods game in the noisy case by considering the players with inhomogeneous activity of teaching on a square lattice. It is shown that the introduction of the inhomogeneous activity of teaching the players can remarkably promote cooperation. By investigating the effects of noise on cooperative behavior in detail, we find that the variation of cooperator density ρC with the noise parameter κ displays several different behaviors: ρC monotonically increases (decreases) with κ ; ρC first increases (decreases) with κ and then it decreases (increases) monotonically after reaching its maximum (minimum) value, which depends on the amount of the multiplication factor r , on whether the system is homogeneous or inhomogeneous, and on whether the adopted updating is synchronous or asynchronous. These results imply that the noise plays an important and nontrivial role in the evolution of cooperation.
The Epidemiology of Overuse Conditions in Youth Football and High School Football Players.
Morris, Kevin; Simon, Janet E; Grooms, Dustin R; Starkey, Chad; Dompier, Thomas P; Kerr, Zachary Y
2017-10-01
High-intensity sport training at the youth level has led to increased concern for overuse conditions. Few researchers have examined overuse conditions in youth sports. To examine the rates, risks, and distributions of overuse conditions between youth and high school football players. Descriptive epidemiologic study. Youth and high school football teams. The Youth Football Safety Study (YFSS) investigated youth football athletes from age 5 to 14 years. The National Athletic Treatment, Injury and Outcomes Network (NATION) focused on high school football athletes 14 to 18 years old. The YFSS data consisted of 210 team-seasons, and the NATION data consisted of 138 team-seasons. Athletic trainers collected football injury and exposure data during the 2012 and 2013 seasons. Injury rates, risks, and distributions were calculated, with injury rate ratios, risk ratios, and injury proportion ratios with 95% confidence intervals (CIs) comparing youth and high school football players. The YFSS reported 1488 injuries, of which 53 (3.6%) were overuse conditions. The NATION reported 12 013 injuries, of which 339 (2.8%) were overuse conditions. The overuse condition rate did not differ between high school and youth football (3.93 versus 3.72/10 000 athlete-exposures; injury rate ratio = 1.06; 95% CI = 0.79, 1.41). However, the 1-season risk of overuse condition was higher in high school than in youth football players (2.66% versus 1.05%; risk ratio = 2.53; 95% CI = 1.84, 3.47). Compared with high school football players, youth football players had greater proportions of overuse conditions that were nontime loss (ie, <24 hours participation-restriction time; 83.0% versus 67.0%; injury proportion ratio = 1.24; 95% CI = 1.07, 1.43) and affecting the lower extremity (92.5% versus 62.5%; injury proportion ratio = 1.48; 95% CI = 1.32, 1.65). Overuse conditions may not present a primary concern in youth and high school football players. However, differences existed between the 2 levels of competition. Although additional research on the incidence of overuse conditions across all youth and high school sports is needed, these findings may highlight the need for programming that is specific to competition level.
Finding Bounded Rational Equilibria. Part 1; Iterative Focusing
NASA Technical Reports Server (NTRS)
Wolpert, David H.
2004-01-01
A long-running difficulty with conventional game theory has been how to modify it to accommodate the bounded rationality characterizing all real-world players. A recurring issue in statistical physics is how best to approximate joint probability distributions with decoupled (and therefore far more tractable) distributions. It has recently been shown that the same information theoretic mathematical structure, known as Probability Collectives (PC) underlies both issues. This relationship between statistical physics and game theory allows techniques and insights from the one field to be applied to the other. In particular, PC provides a formal model-independent definition of the degree of rationality of a player and of bounded rationality equilibria. This pair of papers extends previous work on PC by introducing new computational approaches to effectively find bounded rationality equilibria of common-interest (team) games.
ERIC Educational Resources Information Center
Journal of Counseling and Development, 1988
1988-01-01
Contains eight accounts: "But Kids Don't Commit Suicide" (Sharon Andreozzi); "Learning from Multiplicity" (Kathryn Ellis); "Autonomy, Control, and Affiliation: Your Issues or Mine?" (Claudia Haferkamp); "Role Players" (Dennis Heitzmann); "Grief Counseling: Facilitating the Healing Process" (Rosemary Hughes); "Hospital Referral: A Test of Counselor…
Videodisc Feasibility Study. An Evaluation of the Use of Videodisc as a Distribution Medium.
ERIC Educational Resources Information Center
France, Ralph
This study evaluated the practicality of using videodiscs to distribute the television programs that are part of the courses of the International University Consortium (IUC) for Telecommunications in Learning, a network of colleges and universities in partnership with public broadcasting stations and cable systems. Fifteen videodisc players, along…
Collaborative Strategic Board Games as a Site for Distributed Computational Thinking
ERIC Educational Resources Information Center
Berland, Matthew; Lee, Victor R.
2011-01-01
This paper examines the idea that contemporary strategic board games represent an informal, interactional context in which complex computational thinking takes place. When games are collaborative--that is, a game requires that players work in joint pursuit of a shared goal--the computational thinking is easily observed as distributed across…
Effect of Soccer Foot Pressure on Pressure Distributions
ERIC Educational Resources Information Center
Uzun, Ahmet; Aydos, Latif; Kaya, Metin; Pekel, H. Ahmet; Kanatli, Ulunay
2018-01-01
The aim of this research is to investigate the effect of playing soccer for a long time in for professional soccer players regarding sole pressure. Despite the increasing prevalence of new methods developed in the footpad pressure measurement in recent years, our knowledge about pressure distribution of the footplate is still insufficient,…
Adiabatic theory for the population distribution in the evolutionary minority game
NASA Astrophysics Data System (ADS)
Chen, Kan; Wang, Bing-Hong; Yuan, Baosheng
2004-02-01
We study the evolutionary minority game (EMG) using a statistical mechanics approach. We derive a theory for the steady-state population distribution of the agents. The theory is based on an “adiabatic approximation” in which short time fluctuations in the population distribution are integrated out to obtain an effective equation governing the steady-state distribution. We discover the mechanism for the transition from segregation (into opposing groups) to clustering (towards cautious behaviors). The transition is determined by two generic factors: the market impact (of the agents’ own actions) and the short time market inefficiency (arbitrage opportunities) due to fluctuations in the numbers of agents using opposite strategies. A large market impact favors “extreme” players who choose fixed opposite strategies, while large market inefficiency favors cautious players. The transition depends on the number of agents (N) and the effective rate of strategy switching. When N is small, the market impact is relatively large; this favors the extreme behaviors. Frequent strategy switching, on the other hand, leads to a clustering of the cautious agents.
Marginal Contribution-Based Distributed Subchannel Allocation in Small Cell Networks.
Shah, Shashi; Kittipiyakul, Somsak; Lim, Yuto; Tan, Yasuo
2018-05-10
The paper presents a game theoretic solution for distributed subchannel allocation problem in small cell networks (SCNs) analyzed under the physical interference model. The objective is to find a distributed solution that maximizes the welfare of the SCNs, defined as the total system capacity. Although the problem can be addressed through best-response (BR) dynamics, the existence of a steady-state solution, i.e., a pure strategy Nash equilibrium (NE), cannot be guaranteed. Potential games (PGs) ensure convergence to a pure strategy NE when players rationally play according to some specified learning rules. However, such a performance guarantee comes at the expense of complete knowledge of the SCNs. To overcome such requirements, properties of PGs are exploited for scalable implementations, where we utilize the concept of marginal contribution (MC) as a tool to design learning rules of players’ utility and propose the marginal contribution-based best-response (MCBR) algorithm of low computational complexity for the distributed subchannel allocation problem. Finally, we validate and evaluate the proposed scheme through simulations for various performance metrics.
Response time distributions in rapid chess: a large-scale decision making experiment.
Sigman, Mariano; Etchemendy, Pablo; Slezak, Diego Fernández; Cecchi, Guillermo A
2010-01-01
Rapid chess provides an unparalleled laboratory to understand decision making in a natural environment. In a chess game, players choose consecutively around 40 moves in a finite time budget. The goodness of each choice can be determined quantitatively since current chess algorithms estimate precisely the value of a position. Web-based chess produces vast amounts of data, millions of decisions per day, incommensurable with traditional psychological experiments. We generated a database of response times (RTs) and position value in rapid chess games. We measured robust emergent statistical observables: (1) RT distributions are long-tailed and show qualitatively distinct forms at different stages of the game, (2) RT of successive moves are highly correlated both for intra- and inter-player moves. These findings have theoretical implications since they deny two basic assumptions of sequential decision making algorithms: RTs are not stationary and can not be generated by a state-function. Our results also have practical implications. First, we characterized the capacity of blunders and score fluctuations to predict a player strength, which is yet an open problem in chess softwares. Second, we show that the winning likelihood can be reliably estimated from a weighted combination of remaining times and position evaluation.
ACTN3 genotypes of Rugby Union players: distribution, power output and body composition.
Bell, W; Colley, J P; Evans, W D; Darlington, S E; Cooper, S-M
2012-01-01
To identify the distribution and explore the relationship between ACTN3 genotypes and power and body composition phenotypes. Case control and association studies were employed using a homogeneous group of players (n = 102) and a control group (n = 110). Power-related phenotypes were measured using the counter movement jump (CMJ) and body composition phenotypes by dual-energy X-ray absorptiometry (DXA). Statistics used were Pearson's chi-square, ANCOVA, coefficients of correlation and independent t-tests. Genotyping was carried out using polymerase chain reaction followed by enzymatic Ddel digestion. Genotype proportions of players were compared with controls (p = 0.07). No significant genotype differences occurred between forwards or backs (p = 0.822) or within-forwards (p = 0.882) or within-backs (p = 0.07). Relative force and velocity were significantly larger in backs, power significantly greater in forwards; in body composition, all phenotypes were significantly greater in forwards than backs. Correlations between phenotypes were greater for the RX genotype (p = 0.05-0.01). Relationships between ACTN3 genotypes and power or body composition-related phenotypes were not significant. As fat increased, power-related phenotypes decreased. As body composition increased, power-related phenotypes increased.
Response Time Distributions in Rapid Chess: A Large-Scale Decision Making Experiment
Sigman, Mariano; Etchemendy, Pablo; Slezak, Diego Fernández; Cecchi, Guillermo A.
2010-01-01
Rapid chess provides an unparalleled laboratory to understand decision making in a natural environment. In a chess game, players choose consecutively around 40 moves in a finite time budget. The goodness of each choice can be determined quantitatively since current chess algorithms estimate precisely the value of a position. Web-based chess produces vast amounts of data, millions of decisions per day, incommensurable with traditional psychological experiments. We generated a database of response times (RTs) and position value in rapid chess games. We measured robust emergent statistical observables: (1) RT distributions are long-tailed and show qualitatively distinct forms at different stages of the game, (2) RT of successive moves are highly correlated both for intra- and inter-player moves. These findings have theoretical implications since they deny two basic assumptions of sequential decision making algorithms: RTs are not stationary and can not be generated by a state-function. Our results also have practical implications. First, we characterized the capacity of blunders and score fluctuations to predict a player strength, which is yet an open problem in chess softwares. Second, we show that the winning likelihood can be reliably estimated from a weighted combination of remaining times and position evaluation. PMID:21031032
Hind, Karen; Gannon, Lisa; Brightmore, Amy; Beck, Belinda
2015-01-01
Recent reports indicate that bone strength is not proportional to body weight in obese populations. Elite rugby players have a similar body mass index (BMI) to obese individuals but differ markedly with low body fat, high lean mass, and frequent skeletal exposure to loading through weight-bearing exercise. The purpose of this study was to determine relationships between body weight, composition, and bone strength in male rugby players characterized by high BMI and high lean mass. Fifty-two elite male rugby players and 32 nonathletic, age-matched controls differing in BMI (30.2 ± 3.2 vs 24.1 ± 2.1 kg/m²; p = 0.02) received 1 total body and one total hip dual-energy X-ray absorptiometry scan. Hip structural analysis of the proximal femur was used to determine bone mineral density (BMD) and cross-sectional bone geometry. Multiple linear regression was computed to identify independent variables associated with total hip and femoral neck BMD and hip structural analysis-derived bone geometry parameters. Analysis of covariance was used to explore differences between groups. Further comparisons between groups were performed after normalizing parameters to body weight and to lean mass. There was a trend for a positive fat-bone relationship in rugby players, and a negative relationship in controls, although neither reached statistical significance. Correlations with lean mass were stronger for bone geometry (r(2): 0.408-0.520) than for BMD (r(2): 0.267-0.293). Relative to body weight, BMD was 6.7% lower in rugby players than controls (p < 0.05). Rugby players were heavier than controls, with greater lean mass and BMD (p < 0.01). Relative to lean mass, BMD was 10%-14.3% lower in rugby players (p < 0.001). All bone geometry measures except cross-sectional area were proportional to body weight and lean mass. To conclude, BMD in elite rugby players was reduced in proportion to body weight and lean mass. However, their superior bone geometry suggests that overall bone strength may be adequate for loading demands. Fat-bone interactions in athletes engaged in high-impact sports require further exploration. Copyright © 2015. Published by Elsevier Inc.
Frequency and Location of Head Impact Exposures in Individual Collegiate Football Players
Crisco, Joseph J.; Fiore, Russell; Beckwith, Jonathan G.; Chu, Jeffrey J.; Brolinson, Per Gunnar; Duma, Stefan; McAllister, Thomas W.; Duhaime, Ann-Christine; Greenwald, Richard M.
2010-01-01
Abstract Context: Measuring head impact exposure is a critical step toward understanding the mechanism and prevention of sport-related mild traumatic brain (concussion) injury, as well as the possible effects of repeated subconcussive impacts. Objective: To quantify the frequency and location of head impacts that individual players received in 1 season among 3 collegiate teams, between practice and game sessions, and among player positions. Design: Cohort study. Setting: Collegiate football field. Patients or Other Participants: One hundred eighty-eight players from 3 National Collegiate Athletic Association football teams. Intervention(s): Participants wore football helmets instrumented with an accelerometer-based system during the 2007 fall season. Main Outcome Measure(s): The number of head impacts greater than 10g and location of the impacts on the player's helmet were recorded and analyzed for trends and interactions among teams (A, B, or C), session types, and player positions using Kaplan-Meier survival curves. Results: The total number of impacts players received was nonnormally distributed and varied by team, session type, and player position. The maximum number of head impacts for a single player on each team was 1022 (team A), 1412 (team B), and 1444 (team C). The median number of head impacts on each team was 4.8 (team A), 7.5 (team B), and 6.6 (team C) impacts per practice and 12.1 (team A), 14.6 (team B), and 16.3 (team C) impacts per game. Linemen and linebackers had the largest number of impacts per practice and per game. Offensive linemen had a higher percentage of impacts to the front than to the back of the helmet, whereas quarterbacks had a higher percentage to the back than to the front of the helmet. Conclusions: The frequency of head impacts and the location on the helmet where the impacts occur are functions of player position and session type. These data provide a basis for quantifying specific head impact exposure for studies related to understanding the biomechanics and clinical aspects of concussion injury, as well as the possible effects of repeated subconcussive impacts in football. PMID:21062178
Effects of developmental training of basketball cadets realised in the competitive period.
Trninić, S; Marković, G; Heimer, S
2001-12-01
The analysis of effects of a two-month developmental training cycle realised within a basketball season revealed statistically significant positive changes at the multivariate level in components of motor-functional conditioning (fitness) status of the sample of talented basketball cadets (15-16 years). The greatest correlations with discriminant function were found in variables with statistically significant changes at the univariate level, more explicitly in variables of explosive and repetitive power of the upper body and trunk, anaerobic lactic endurance, as well as in jumping type explosive leg power. The presented developmental conditioning training programme, although implemented within the competitive period, induced multiple positive fitness effects between the two control time points in this sample of basketball players. The authors suggest that, to assess power of shoulders and upper back, the test overgrip pull-up should not be applied to basketball players of this age due to its poor sensitivity. Instead, they propose the undergrip pull-up test, which is a facilitated version of the same test. The results presented in this article reinforce experienced opinion of experts that, in the training process with youth teams, the developmental conditioning training programme is effectively applicable throughout the entire competitive season. The proposed training model is a system of various training procedures, operating synergistically, aimed at enhancing integral fitness (preparedness) of basketball players. Further investigations should be focused on assessing effects of both the proposed and other developmental training cycle programmes, by means of assessing and monitoring actual quality (overall performance) of players, on the one hand, and, on the other, by following-up hormonal and biochemical changes over multiple time points.
Daily Fantasy Sports Players: Gambling, Addiction, and Mental Health Problems.
Nower, Lia; Caler, Kyle R; Pickering, Dylan; Blaszczynski, Alex
2018-01-19
Studies point to a relationship between fantasy sports/daily fantasy sports (DFS) play and gambling behavior. However, little is known about the nature of those relationships, particularly regarding the development of gambling problems. This study investigates the nature, frequency, and preferences of gambling behavior as well as problem gambling severity and comorbid conditions among DFS players. Data were collected from an epidemiologic survey of 3634 New Jersey residents on gambling and leisure activities. Participants were contacted by phone (land-line and cell) and online to obtain a representative, cross-sectional sample of non-institutionalized adults, aged 18 years or older. Excluding non-gamblers, the remaining 2146 participants, included in these analyses, indicated they had either played DFS (n = 299) or had gambled but not played DFS (1847) in the past year. Univariate comparisons and multiple logistic regression analyses were performed to identify the most significant characteristics and predictors of DFS players. Overall, a higher number of gambling activities, high frequency gambling, male gender, and reports of suicidal thoughts in the past year were most predictive of DFS players. Being Hispanic (vs. Caucasian) and/or single (vs. married or living with a partner) also doubled the odds of DFS play. Findings suggest that DFS players are characterized by high gambling frequency and problem severity and comorbid problems, notably suicidal ideation. Future research should examine the motivations and possible etiological sub-types of DFS players and the nature and course of DFS play, particularly in relation to gambling behavior and the development of gambling and other problems.
Draft-camp predictors of subsequent career success in the Australian Football League.
Burgess, Darren; Naughton, Geraldine; Hopkins, Will
2012-11-01
The National Draft Camp results are generally considered to be important for informing talent scouts about the physical performance capacities of talented young Australian Rules Football (AFL) players. The purpose of this project was to determine magnitude of associations between five year career success in the AFL and physical draft camp tests, final draft selection order and previous match physical performance. Physical testing data of 99 players from the National Under 18 (U 18) competition were retrospectively analysed across 2002 and 2003 National Draft Camps. Physical match data was collected on these players and links with subsequent early career success (AFL games played) were explored. TrakPerformance Software was used to quantify the movement of 92 players during competitive games of the National U 18 Championships. Linear modelling using results from draft camp data involving 95 U 18 players, along with final draft selection order, was used to predict five year career success in senior AFL. Multiple U 18 match variables demonstrated large associations (sprints/min=43% more games, % sprint=43% more games) with five year career success in AFL. Final draft order and single variable predictors had moderate associations with career success. Neither U 18 matches nor draft camp testing was predictive of injuries incurring over the five years. Variability in senior AFL career success had a large association with a combination of match physical variables and draft test results. The objective data available should be considered in the selection of prospective player success. Copyright © 2012 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.
Nicholls, Adam R.; Earle, Keith; Earle, Fiona; Madigan, Daniel J.
2017-01-01
All football teams that compete within the F. A. Premier League possess an academy, whose objective is to produce more and better home-grown players that are capable of playing professionally. These young players spend a large amount of time with their coach, but little is known about player’s perception of the coach–athlete relationship within F. A. Premier League Academies. The objectives of this study were to examine whether perceptions of the coach–athlete relationship changed over six months and if the coach–athlete relationship predicted self-reported goal achievement among F. A. Premier League academy players. This study included cross-sectional (n = 104) and longitudinal (n = 52) assessments, in which academy soccer players completed a measure of the coach–athlete relationship and goal achievement across either one or two time periods. The cross-sectional data were subjected to bivariate correlations, whereas the longitudinal data were analyzed using multiple regressions. Perceptions of the coach–athlete relationship remained stable over time. The coach–athlete relationship predicted the achievement of mastery goals six months later. Enhancing the quality of the coach–athlete relationship among elite adolescent athletes appears to be a suitable way of maximizing mastery achievement goals, particularly among developmental athletes who participate in team sports. PMID:28572775
Bowen, Laura; Gross, Aleksander Stefan; Gimpel, Mo; Li, François-Xavier
2017-01-01
Aim The purpose of this study was to investigate the relationship between physical workload and injury risk in elite youth football players. Methods The workload data and injury incidence of 32 players were monitored throughout 2 seasons. Multiple regression was used to compare cumulative (1, 2, 3 and 4-weekly) loads and acute:chronic (A:C) workload ratios (acute workload divided by chronic workload) between injured and non-injured players for specific GPS and accelerometer-derived variables:total distance (TD), high-speed distance (HSD), accelerations (ACC) and total load. Workloads were classified into discrete ranges by z-scores and the relative risk was determined. Results A very high number of ACC (≥9254) over 3 weeks was associated with the highest significant overall (relative risk (RR)=3.84) and non-contact injury risk (RR=5.11). Non-contact injury risk was significantly increased when a high acute HSD was combined with low chronic HSD (RR=2.55), but not with high chronic HSD (RR=0.47). Contact injury risk was greatest when A:C TD and ACC ratios were very high (1.76 and 1.77, respectively) (RR=4.98). Conclusions In general, higher accumulated and acute workloads were associated with a greater injury risk. However, progressive increases in chronic workload may develop the players' physical tolerance to higher acute loads and resilience to injury risk. PMID:27450360
Effect of self-organized interdependence between populations on the evolution of cooperation
NASA Astrophysics Data System (ADS)
Luo, Chao; Zhang, Xiaolin
2017-01-01
In this article, based on interdependent networks, the effect of self-organized interdependence on the evolution of cooperation is studied. Different from the previous works, the interdependent strength, which can effectively improve the fitness of players, is taken as a kind of limited resources and co-evolves with players' strategy. We show that the self-organization of interdependent strength would spontaneously lead to power law distribution at the stationary state, where the level of cooperation in system can be significantly promoted. Furthermore, when intermediate quantity of interdependence resources existing in system, the power law distribution is most evident with the power β ≈ 1.72, meanwhile the level of cooperation also reaches the maximum value. We discuss the related microscopic system properties which are responsible for the observed results and also demonstrate that the power law distribution of interdependence resources is an elementary property which is robust against the governing repeated games and the initial resources allocation patterns.
NASA Astrophysics Data System (ADS)
Petersen, Alexander M.; Jung, Woo-Sung; Stanley, H. Eugene
2008-09-01
Statistical analysis is a major aspect of baseball, from player averages to historical benchmarks and records. Much of baseball fanfare is based around players exceeding the norm, some in a single game and others over a long career. Career statistics serve as a metric for classifying players and establishing their historical legacy. However, the concept of records and benchmarks assumes that the level of competition in baseball is stationary in time. Here we show that power law probability density functions, a hallmark of many complex systems that are driven by competition, govern career longevity in baseball. We also find similar power laws in the density functions of all major performance metrics for pitchers and batters. The use of performance-enhancing drugs has a dark history, emerging as a problem for both amateur and professional sports. We find statistical evidence consistent with performance-enhancing drugs in the analysis of home runs hit by players in the last 25 years. This is corroborated by the findings of the Mitchell Report (2007), a two-year investigation into the use of illegal steroids in Major League Baseball, which recently revealed that over 5 percent of Major League Baseball players tested positive for performance-enhancing drugs in an anonymous 2003 survey.
ACTN3 R577X polymorphism and explosive leg-muscle power in elite basketball players.
Garatachea, Nuria; Verde, Zoraida; Santos-Lozano, Alejandro; Yvert, Thomas; Rodriguez-Romo, Gabriel; Sarasa, Francisco J; Hernández-Sánchez, Sonsoles; Santiago, Catalina; Lucia, Alejandro
2014-03-01
To determine the association of the ACTN3 R577X polymorphism with leg-muscle explosive power in Spanish (white) elite basketball players and controls. 100 (60 men) elite basketball players (cases) and 283 nonathletic controls. The authors assessed power performance by means of the vertical-squat and countermovement-jump tests. Genotype distributions did not differ between groups (cases: 37.0% [RR], 42.0% [RX], and 21.0% [XX]; controls: 31.8% [RR], 49.8% [RX], and 18.4% [XX]; P = .353). The authors did not observe any effect of the ACTN3 R577X polymorphism on study phenotypes in either group, including when they performed the analyses separately in men and women. They found no association between the ACTN3 R577X polymorphism and the likelihood of being an elite basketball player using the dominant or the recessive model, and the results remained unaltered when the analyses were adjusted for sex, weight, height, and age or when performed for men and women separately. Although the ACTN3 R577X is associated with explosive muscle performance and this phenotype is important in the sport of basketball (ie, during jumps), the authors found no association with leg explosive power in elite basket players or with the status of being this type of athlete.
Games and teams with shared constraints.
Kulkarni, Ankur A
2017-08-13
Energy systems of the future are envisaged to encompass multiple interacting autonomous entities. The theory of games provides the foundations for the design and analysis of such systems. This paper reviews models and results that would be of use for such analysis. Classically, games have involved players whose strategies are coupled only through the dependence of utility functions on strategies of other players. However, in many practical settings in the energy domain, system-level limitations bind the choices players can make. In 1965, Rosen ( Econometrica 33 , 520-534 (doi:10.2307/1911749)) pioneered the study of a class of games where there is a common constraint, called a shared constraint , that couples the strategies available to the players. We discuss how this seemingly benign extension has important ramifications, ranging from the very definition of an equilibrium concept, to other key issues such as existence, uniqueness and efficiency of equilibria. We show how the presence of a shared constraint naturally leads to notions of a price and forms the motivations for more recent models. Although most of the paper has the character of a survey, occasionally we also prove new results.This article is part of the themed issue 'Energy management: flexibility, risk and optimization'. © 2017 The Author(s).
Chu, Tsz Lun Alan; Zhang, Tao; Hung, Tsung-Min
2018-06-27
Research has suggested the need to use a person-centred approach to examine multidimensionality of motivation. Guided by self-determination theory (Deci & Ryan, 1985), the primary aim of the present study was to examine the motivational profiles in table tennis players and their composition by gender, country, training status, and competition levels (from recreational to international). The secondary aim was to examine the differences in performance anxiety and subjective vitality across the motivational profiles. Participants were 281 table tennis players from multiple countries, mostly the U.S. and China. Hierarchical and nonhierarchical cluster analyses were conducted and showed three motivational profiles with distinct quantity and quality: "low", "controlled", and "self-determined". Chi-square tests of independence demonstrated significant differences in their cluster membership by country, formal training with a coach, and competition levels, but not gender. MANCOVA results indicated differences in performance anxiety and subjective vitality across the motivational profiles, in which the controlled profile had the greatest anxiety symptoms. These differences are attributed to the quality over quantity of motivation, which have meaningful implications for table tennis coaches and sport psychology consultants to diagnose and intervene with players in order to reduce their performance anxiety and improve their well-being.
Identifying MMORPG Bots: A Traffic Analysis Approach
NASA Astrophysics Data System (ADS)
Chen, Kuan-Ta; Jiang, Jhih-Wei; Huang, Polly; Chu, Hao-Hua; Lei, Chin-Laung; Chen, Wen-Chin
2008-12-01
Massively multiplayer online role playing games (MMORPGs) have become extremely popular among network gamers. Despite their success, one of MMORPG's greatest challenges is the increasing use of game bots, that is, autoplaying game clients. The use of game bots is considered unsportsmanlike and is therefore forbidden. To keep games in order, game police, played by actual human players, often patrol game zones and question suspicious players. This practice, however, is labor-intensive and ineffective. To address this problem, we analyze the traffic generated by human players versus game bots and propose general solutions to identify game bots. Taking Ragnarok Online as our subject, we study the traffic generated by human players and game bots. We find that their traffic is distinguishable by 1) the regularity in the release time of client commands, 2) the trend and magnitude of traffic burstiness in multiple time scales, and 3) the sensitivity to different network conditions. Based on these findings, we propose four strategies and two ensemble schemes to identify bots. Finally, we discuss the robustness of the proposed methods against countermeasures of bot developers, and consider a number of possible ways to manage the increasingly serious bot problem.
Clinicopathological Evaluation of Chronic Traumatic Encephalopathy in Players of American Football
Mez, Jesse; Daneshvar, Daniel H.; Kiernan, Patrick T.; Abdolmohammadi, Bobak; Alvarez, Victor E.; Huber, Bertrand R.; Alosco, Michael L.; Solomon, Todd M.; Nowinski, Christopher J.; McHale, Lisa; Cormier, Kerry A.; Kubilus, Caroline A.; Martin, Brett M.; Murphy, Lauren; Baugh, Christine M.; Montenigro, Phillip H.; Chaisson, Christine E.; Tripodis, Yorghos; Kowall, Neil W.; Weuve, Jennifer; McClean, Michael D.; Cantu, Robert C.; Goldstein, Lee E.; Katz, Douglas I.; Stern, Robert A.; Stein, Thor D.; McKee, Ann C.
2018-01-01
IMPORTANCE Players of American football may be at increased risk of long-term neurological conditions, particularly chronic traumatic encephalopathy (CTE). OBJECTIVE To determine the neuropathological and clinical features of deceased football players with CTE. DESIGN, SETTING, AND PARTICIPANTS Case series of 202 football players whose brains were donated for research. Neuropathological evaluations and retrospective telephone clinical assessments (including head trauma history) with informants were performed blinded. Online questionnaires ascertained athletic and military history. EXPOSURES Participation in American football at any level of play. MAIN OUTCOMES AND MEASURES Neuropathological diagnoses of neurodegenerative diseases, including CTE, based on defined diagnostic criteria; CTE neuropathological severity (stages I to IV or dichotomized into mild [stages I and II] and severe [stages III and IV]); informant-reported athletic history and, for players who died in 2014 or later, clinical presentation, including behavior, mood, and cognitive symptoms and dementia. RESULTS Among 202 deceased former football players (median age at death, 66 years [interquartile range, 47–76 years]), CTE was neuropathologically diagnosed in 177 players (87%; median age at death, 67 years [interquartile range, 52–77 years]; mean years of football participation, 15.1 [SD, 5.2]), including 0 of 2 pre–high school, 3 of 14 high school (21%), 48 of 53 college (91%), 9 of 14 semiprofessional (64%), 7 of 8 Canadian Football League (88%), and 110 of 111 National Football League (99%) players. Neuropathological severity of CTE was distributed across the highest level of play, with all 3 former high school players having mild pathology and the majority of former college (27 [56%]), semiprofessional (5 [56%]), and professional (101 [86%]) players having severe pathology. Among 27 participants with mild CTE pathology, 26 (96%) had behavioral or mood symptoms or both, 23 (85%) had cognitive symptoms, and 9 (33%) had signs of dementia. Among 84 participants with severe CTE pathology, 75 (89%) had behavioral or mood symptoms or both, 80 (95%) had cognitive symptoms, and 71 (85%) had signs of dementia. CONCLUSIONS AND RELEVANCE In a convenience sample of deceased football players who donated their brains for research, a high proportion had neuropathological evidence of CTE, suggesting that CTE may be related to prior participation in football. PMID:28742910
DOE Office of Scientific and Technical Information (OSTI.GOV)
Chatterjee, Samrat; Tipireddy, Ramakrishna; Oster, Matthew R.
Securing cyber-systems on a continual basis against a multitude of adverse events is a challenging undertaking. Game-theoretic approaches, that model actions of strategic decision-makers, are increasingly being applied to address cybersecurity resource allocation challenges. Such game-based models account for multiple player actions and represent cyber attacker payoffs mostly as point utility estimates. Since a cyber-attacker’s payoff generation mechanism is largely unknown, appropriate representation and propagation of uncertainty is a critical task. In this paper we expand on prior work and focus on operationalizing the probabilistic uncertainty quantification framework, for a notional cyber system, through: 1) representation of uncertain attacker andmore » system-related modeling variables as probability distributions and mathematical intervals, and 2) exploration of uncertainty propagation techniques including two-phase Monte Carlo sampling and probability bounds analysis.« less
A role for SR proteins in plant stress responses.
Duque, Paula
2011-01-01
Members of the SR (serine/arginine-rich) protein gene family are key players in the regulation of alternative splicing, an important means of generating proteome diversity and regulating gene expression. In plants, marked changes in alternative splicing are induced by a wide variety of abiotic stresses, suggesting a role for this highly versatile gene regulation mechanism in the response to environmental cues. In support of this notion, the expression of plant SR proteins is stress-regulated at multiple levels, with environmental signals controlling their own alternative splicing patterns, phosphorylation status and subcellular distribution. Most importantly, functional links between these RNA-binding proteins and plant stress tolerance are beginning to emerge, including a role in the regulation of abscisic acid (ABA) signaling. Future identification of the physiological mRNA targets of plant SR proteins holds much promise for the elucidation of the molecular mechanisms underlying their role in the response to abiotic stress.
A role for SR proteins in plant stress responses
2011-01-01
Members of the SR (serine/arginine-rich) protein gene family are key players in the regulation of alternative splicing, an important means of generating proteome diversity and regulating gene expression. In plants, marked changes in alternative splicing are induced by a wide variety of abiotic stresses, suggesting a role for this highly versatile gene regulation mechanism in the response to environmental cues. In support of this notion, the expression of plant SR proteins is stress-regulated at multiple levels, with environmental signals controlling their own alternative splicing patterns, phosphorylation status and subcellular distribution. Most importantly, functional links between these RNA-binding proteins and plant stress tolerance are beginning to emerge, including a role in the regulation of abscisic acid (ABA) signaling. Future identification of the physiological mRNA targets of plant SR proteins holds much promise for the elucidation of the molecular mechanisms underlying their role in the response to abiotic stress. PMID:21258207
Contribution of Mössbauer spectroscopy to the investigation of Fe/S biogenesis.
Garcia-Serres, Ricardo; Clémancey, Martin; Latour, Jean-Marc; Blondin, Geneviève
2018-01-19
Fe/S cluster biogenesis involves a complex machinery comprising several mitochondrial and cytosolic proteins. Fe/S cluster biosynthesis is closely intertwined with iron trafficking in the cell. Defects in Fe/S cluster elaboration result in severe diseases such as Friedreich ataxia. Deciphering this machinery is a challenge for the scientific community. Because iron is a key player, 57 Fe-Mössbauer spectroscopy is especially appropriate for the characterization of Fe species and monitoring the iron distribution. This minireview intends to illustrate how Mössbauer spectroscopy contributes to unravel steps in Fe/S cluster biogenesis. Studies were performed on isolated proteins that may be present in multiple protein complexes. Since a few decades, Mössbauer spectroscopy was also performed on whole cells or on isolated compartments such as mitochondria and vacuoles, affording an overview of the iron trafficking. This minireview aims at presenting selected applications of 57 Fe-Mössbauer spectroscopy to Fe/S cluster biogenesis.
Parekh, Nikesh; Hodges, Stewart D; Pollock, Allyson M; Kirkwood, Graham
2012-06-01
The communication of injury risk in rugby and other sports is underdeveloped and parents, children and coaches need to be better informed about risk. A Poisson distribution was used to transform population based incidence of injury into average probabilities of injury to individual players. The incidence of injury in schoolboy rugby matches range from 7 to 129.8 injuries per 1000 player-hours; these rates translate to average probabilities of injury to a player of between 12% and 90% over a season. Incidence of injury and average probabilities of injury over a season should be published together in all future epidemiological studies on school rugby and other sports. More research is required on informing and communicating injury risks to parents, staff and children and how it affects monitoring, decision making and prevention strategies.
Player Selection Bias in National Football League Draftees.
Beyer, Kyle S; Fukuda, David H; Redd, Michael J; Stout, Jeffrey R; Hoffman, Jay R
2016-11-01
Beyer, KS, Fukuda, DH, Redd, MJ, Stout, JR, and Hoffman, JR. Player selection bias in National Football League draftees. J Strength Cond Res 30(11): 2965-2971, 2016-Relative age effects (RAEs) have been studied as a potential factor associated with player selection bias in numerous sports. However, little research has examined the role of RAEs among National Football League (NFL) draftees. The purpose of the current study was to determine the existence of RAEs in NFL draftees from the last 10 NFL drafts. Draftee birth dates were collected and divided into calendar and scholastic quarters (SQ1-SQ4). To determine the presence of RAEs in specific subsets, NFL draftees were grouped according to round drafted, position, level of conference play, and age at the time of the draft. Significant χ tests (p ≤ 0.05) comparing observed birth-date distributions vs. the expected birth-date distribution from the general population were followed up by calculating the standardized residual for each quarter (z > ±2.0 indicating significance). Overall, no RAEs were seen when birth-date distribution was assessed using calendar quarters (p = 0.47), but more draftees were born in SQ2 (December-February) than expected (p < 0.01; z = +2.2). Significantly more draftees were born in SQ2 than expected for middle-round draftees (p = 0.01; z = +2.4), skill positions (p = 0.03; z = +2.3), Power Five college draftees (p < 0.01; z = +2.6), and early draftees (p < 0.01; z = +3.1). However, reverse RAEs were seen among late draftees, with fewer draftees being born in SQ2 (z = -3.6) and more being born in SQ4 (June-August; z = +2.6) than expected. In contrast to previous research, the current study observed significant RAEs in NFL draftees from the last 10 years. This player selection bias should be considered when evaluating long-term athlete development models in American football.
Head Impact Exposure and Neurologic Function of Youth Football Players.
Munce, Thayne A; Dorman, Jason C; Thompson, Paul A; Valentine, Verle D; Bergeron, Michael F
2015-08-01
Football players are subjected to repetitive impacts that may lead to brain injury and neurologic dysfunction. Knowledge about head impact exposure (HIE) and consequent neurologic function among youth football players is limited. This study aimed to measure and characterize HIE of youth football players throughout one season and explore associations between HIE and changes in selected clinical measures of neurologic function. Twenty-two youth football players (11-13 yr) wore helmets outfitted with a head impact telemetry (HIT) system to quantify head impact frequency, magnitude, duration, and location. Impact data were collected for each practice (27) and game (9) in a single season. Selected clinical measures of balance, oculomotor performance, reaction time, and self-reported symptoms were assessed before and after the season. The median individual head impacts per practice, per game, and throughout the entire season were 9, 12, and 252, respectively. Approximately 50% of all head impacts (6183) had a linear acceleration between 10g and 20g, but nearly 2% were greater than 80g. Overall, the head impact frequency distributions in this study population were similar in magnitude and location as in high school and collegiate football, but total impact frequency was lower. Individual changes in neurologic function were not associated with cumulative HIE. This study provides a novel examination of HIE and associations with short-term neurologic function in youth football and notably contributes to the limited HIE data currently available for this population. Whereas youth football players can experience remarkably similar head impact forces as high school players, cumulative subconcussive HIE throughout one youth football season may not be detrimental to short-term clinical measures of neurologic function.
Finding Bounded Rational Equilibria. Part 2; Alternative Lagrangians and Uncountable Move Spaces
NASA Technical Reports Server (NTRS)
Wolpert, David H.
2004-01-01
A long-running difficulty with conventional game theory has been how to modify it to accommodate the bounded rationality characterizing all real-world players. A recurring issue in statistical physics is how best to approximate joint probability distributions with decoupled (and therefore far more tractable) distributions. It has recently been shown that the same information theoretic mathematical structure, known as Probability Collectives (PC) underlies both issues. This relationship between statistical physics and game theory allows techniques and insights &om the one field to be applied to the other. In particular, PC provides a formal model-independent definition of the degree of rationality of a player and of bounded rationality equilibria. This pair of papers extends previous work on PC by introducing new computational approaches to effectively find bounded rationality equilibria of common-interest (team) games.
ERIC Educational Resources Information Center
Bull, Glen
2005-01-01
Podcasting allows distribution of audio files through an RSS feed. This permits users to subscribe to a series of podcasts that are automatically sent to their computer or MP3 player. The capability to receive podcasts is built into freely distributed software such as iPodder as well as the most recent version of iTunes, a free download. In this…
Motivation and Burnout in Professional Rugby Players
ERIC Educational Resources Information Center
Cresswell, Scott L.; Eklund, Robert C.
2005-01-01
The authors examined relationships among burnout and motivational types differing in self-determination, using simple correlational analyses as well as more sophisticated canonical correlation analyses allowing for the simultaneous examination of multiple independent and dependent variables. The authors hypothesized that: (a) motivation low in…
Gouttebarge, Vincent; Kerkhoffs, Gino; Lambert, Mike
2016-08-01
The primary aim of this study was to determine the prevalence of symptoms of common mental disorders (CMD) (distress, anxiety/depression, sleeping disturbance, adverse nutrition behaviour, adverse alcohol behaviour and smoking) among retired professional Rugby Union players. The secondary aim was to explore the associations between stressors (life events, Rugby Union career dissatisfaction) and the health conditions under study. Therefore, cross-sectional analyses were conducted on baseline questionnaires from an ongoing prospective cohort study of retired professional Rugby Union players. An electronic questionnaire was established using validated questionnaires to assess symptoms of CMD and stressors. The electronic questionnaire was subsequently distributed to retired players by the national Rugby Union players' associations in France, Ireland and South Africa. Among 295 retired professional Rugby Union players (mean age of 38 years), prevalence rates were 25% for distress, 28% for anxiety/depression, 29% for sleeping disturbance, 62% for adverse nutrition behaviour, 15% for smoking and 24% for adverse alcohol behaviour. A higher number of life events were associated with distress (OR = 1.2; 95% CI 1.1-1.4), anxiety/depression (OR = 1.6; 95% CI 1.2-2.1), sleeping disturbance (OR = 1.6; 95% CI 1.2-2.1) and adverse nutrition behaviour (OR = 1.8; 95% CI 1.3-2.5). A higher level of dissatisfaction of the player's Rugby Union career was associated with distress (OR = 0.9; 95% CI 0.8-1.0), sleeping disturbance (OR = 0.9; 95% CI 0.9-1.0), smoking (OR = 0.9; 95% CI 0.9-1.0) and adverse nutrition behaviour (OR = 0.9; 95% CI 0.8-0.9). In conclusion, our study suggests that prevalence of symptoms of CMD is high among retired professional Rugby Union players, being associated with both a higher number of life events and a higher level of Rugby Union career dissatisfaction.
The evolution of cooperation on geographical networks
NASA Astrophysics Data System (ADS)
Li, Yixiao; Wang, Yi; Sheng, Jichuan
2017-11-01
We study evolutionary public goods game on geographical networks, i.e., complex networks which are located on a geographical plane. The geographical feature effects in two ways: In one way, the geographically-induced network structure influences the overall evolutionary dynamics, and, in the other way, the geographical length of an edge influences the cost when the two players at the two ends interact. For the latter effect, we design a new cost function of cooperators, which simply assumes that the longer the distance between two players, the higher cost the cooperator(s) of them have to pay. In this study, network substrates are generated by a previous spatial network model with a cost-benefit parameter controlling the network topology. Our simulations show that the greatest promotion of cooperation is achieved in the intermediate regime of the parameter, in which empirical estimates of various railway networks fall. Further, we investigate how the distribution of edges' geographical costs influences the evolutionary dynamics and consider three patterns of the distribution: an approximately-equal distribution, a diverse distribution, and a polarized distribution. For normal geographical networks which are generated using intermediate values of the cost-benefit parameter, a diverse distribution hinders the evolution of cooperation, whereas a polarized distribution lowers the threshold value of the amplification factor for cooperation in public goods game. These results are helpful for understanding the evolution of cooperation on real-world geographical networks.
Schrötter, Andreas; Park, Young Mok; Marcus, Katrin; Martins-de-Souza, Daniel; Nilsson, Peter; Magraoui, Fouzi El; Meyer, Helmut E; Grinberg, Lea T
2016-04-01
The HUPO Brain Proteome Project (HUPO BPP) held its 24th workshop in Vancouver, Canada, September 29, 2015. The focus of the autumn workshop was on new insights into the proteomic profile of Alzheimer's disease, schizophrenia, ALS and multiple sclerosis. © 2016 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim.
Terry, Douglas P; Adams, T Eric; Ferrara, Michael S; Miller, L Stephen
2015-06-01
Multiple concussions before the age of 18 may be associated with late-life memory deficits. This study examined neural activation associated with verbal encoding and memory retrieval in former athletes ages 40-65 who received at least two concussions (median = 3; range = 2-15) playing high school football and a group of former high school football players with no reported history of concussions matched on age, education, and pre-morbid IQ. Functional magnetic resonance imaging data collected during a modified verbal paired associates paradigm indicated that those with concussive histories had hypoactivation in left hemispheric language regions, including the inferior/middle frontal gyri and angular gyrus compared with controls. However, concussive history was not associated with worse memory functioning on neuropsychological tests or worse behavioral performance during the paradigm, suggesting that multiple early-life concussions may be associated with subtle changes in the verbal encoding system that limits one from accessing higher-order semantic networks, but this difference does not translate into measurable cognitive performance deficits. © The Author 2015. Published by Oxford University Press. All rights reserved. For permissions, please e-mail: journals.permissions@oup.com.
Physique and Performance of Young Wheelchair Basketball Players in Relation with Classification
Zancanaro, Carlo
2015-01-01
The relationships among physical characteristics, performance, and functional ability classification of younger wheelchair basketball players have been barely investigated to date. The purpose of this work was to assess anthropometry, body composition, and performance in sport-specific field tests in a national sample of Italian younger wheelchair basketball players as well as to evaluate the association of these variables with the players’ functional ability classification and game-related statistics. Several anthropometric measurements were obtained for 52 out of 91 eligible players nationwide. Performance was assessed in seven sport-specific field tests (5m sprint, 20m sprint with ball, suicide, maximal pass, pass for accuracy, spot shot and lay-ups) and game-related statistics (free-throw points scored per match, two- and three-point field-goals scored per match, and their sum). Association between variables, and predictivity was assessed by correlation and regression analysis, respectively. Players were grouped into four Classes of increasing functional ability (A-D). One-way ANOVA with Bonferroni’s correction for multiple comparisons was used to assess differences between Classes. Sitting height and functional ability Class especially correlated with performance outcomes, but wheelchair basketball experience and skinfolds did not. Game-related statistics and sport-specific field-test scores all showed significant correlation with each other. Upper arm circumference and/or maximal pass and lay-ups test scores were able to explain 42 to 59% of variance in game-related statistics (P<0.001). A clear difference in performance was only found for functional ability Class A and D. Conclusion: In younger wheelchair basketball players, sitting height positively contributes to performance. The maximal pass and lay-ups test should be carefully considered in younger wheelchair basketball training plans. Functional ability Class reflects to a limited extent the actual differences in performance. PMID:26606681
Singh, Sameer K; George, Andrew; Kadakia, Anish R; Hsu, Wellington K
2018-04-27
Professional National Football League (NFL) and rugby athletes have high rates of Lisfranc injuries. Although favorable return-to-play rates have been previously reported, a thorough assessment of postinjury performance is lacking. Professional NFL and rugby athletes who sustained a Lisfranc injury were identified using a well-established protocol confirmed by multiple sources of the public record. Return-to-play rate and time to return were determined for each athlete. League participation and game performance were collected 1 season prior to injury and up to 3 seasons after injury. Statistical analysis was performed, with P≤.05 being significant. A total of 47 athletes (NFL=35, rugby=12) with Lisfranc injuries were identified, having 23 ligamentous injuries and 24 fractures. Thirty-five (75%) were treated operatively. Among NFL players, 29 (83%) returned to play, taking 10.0±2.9 months to do so. Overall, NFL players started fewer games 2 and 3 seasons following surgery (P=.002 and .035, respectively) and showed a significant decline in performance 1 season after return compared with preinjury levels (21%; P=.05). Offensive players had a significantly greater decline in statistical performance compared with defensive counterparts (P=.02). Although professional NFL athletes return to play at a high rate (83%) following Lisfranc injury, their league participation and performance is significantly decreased on return. Ligamentous and bony injuries have similar prognoses; however, offensive players show greater declines in performance compared with defensive players. To best guide therapy, players, coaches, and team physicians should be aware of the impact of Lisfranc injuries on career performance and longevity. [Orthopedics. 201x; xx(x):xx-xx.]. Copyright 2018, SLACK Incorporated.
ERIC Educational Resources Information Center
Gaydos, Matthew; Harris, Shannon; Squire, Kurt
2016-01-01
Player responses to a brief survey gauging their understanding of content after playing an educational game, "Virulent," are presented. Response accuracy was higher for picture-based questions than text-based questions, despite the presentation of both within the game. Given that games may present educational content in multiple ways…
Leadership Analysis in K-12 Case Study: Superintendent's Hiring Dilemma
ERIC Educational Resources Information Center
Alsobaie, Mohammed Fahad
2016-01-01
This paper will seek to analyze of the case "Superintendent's Hiring Dilemma" by Hoy and Tarter (2004) using multiple leadership perspectives. The last section of this analysis of the case study will provide the most effective leadership recommendations for the key players.
Frisch, Kayt E.; Clark, Jacob; Hanson, Chad; Fagerness, Chris; Conway, Adam; Hoogendoorn, Lindsay
2017-01-01
Background: Shoulder pain is becoming increasingly problematic in young players as volleyball gains popularity. Associations between repetitive motion and pain and overuse injury have been observed in other overhand sports (most notably baseball). Studies of adult athletes suggest that there is a shoulder pain and overuse problem present in volleyball players, but minimal research has been done to establish rates and causes in juvenile participants. Purpose: To establish rates of shoulder pain, regardless of whether it resulted in a loss of playing time, in female high school volleyball players. A secondary goal was to determine whether high repetition volumes correlated with an increased likelihood of experiencing pain. Study Design: Descriptive epidemiology study. Methods: A self-report survey focusing on the prevalence of pain not associated with a traumatic event in female high school youth volleyball players was developed. Survey questions were formulated by certified athletic trainers, experienced volleyball coaches, and biomechanics experts. Surveys were received from 175 healthy, active high school volleyball players in Iowa, South Dakota, and Minnesota. Results: Forty percent (70/175) of active high school volleyball players remembered experiencing shoulder pain not related to traumatic injury, but only 33% (23/70) reported taking time off to recover from the pain. Based on these self-reported data, activities associated with significantly increased risk of nontraumatic shoulder pain included number of years playing competitive volleyball (P = .01) and lifting weights out of season (P = .001). Players who reported multiple risk factors were more likely to experience nontraumatic shoulder pain. Conclusion: When using time off for recovery as the primary injury criterion, we found that the incidence of shoulder pain is more than twice as high as the incidence of injury reported by previous studies. Findings also indicated that the incidence of shoulder pain may be correlated with volume of previous volleyball experience. PMID:28680897
Scanlan, A T; Tucker, P S; Dalbo, V J
2015-05-01
Open-skill agility qualities have yet to be described in adult male basketball players. Further, the importance of open- and closed-skill agility for team selection remains unknown. Thus, this study aimed to: 1) describe the open- and closed-skill agility of adult male basketball players; and 2) compare these properties between starting and non-starting players. A cross-sectional between-group design was used. Six starting (playing time: 30.1 ± 8.8 min; age: 30.5 ± 4.8 years; height: 192.1 ± 7.7 cm; body mass: 100.5 ± 15.0 kg; VO(2max): 48.4 ± 6.6 mL∙kg⁻¹∙min⁻¹) and six non-starting (4.3 ± 3.6 min; 21.3 ± 5 years; 185.7 ± 7.4 cm; 94.4 ± 17.9 kg; 50.6 ± 3.9 mL∙kg⁻¹∙min⁻¹) state-level basketball players completed multiple trials for the Change of Direction Speed Test (CODST) and Reactive Agility Test (RAT). No statistically significant between-group differences were evident for CODST movement time (starters: 1.652 ± 0.047 s; non-starters: 1.626 ± 0.040 s, P=0.68), RAT response time (starters: 307.5 ± 100.5 ms; non-starters: 426.5 ± 140.7 ms, P=0.12), and RAT decision-making time (starters: 110.7 ± 11.0 ms; non-starters: 147.3 ± 14.2 ms, P=0.08). However, starters (2.001 ± 0.051 s) possessed significantly (P=0.02) faster RAT total movement times than non-starters (2.182 ± 0.040 s). These data support the utility of perceptual and cognitive components of agility performance in distinguishing starting from non-starting players in basketball. Consequently, basketball coaching and conditioning staff should incorporate sport-specific reactive training drills for all players during the annual conditioning plan.
Frisch, Kayt E; Clark, Jacob; Hanson, Chad; Fagerness, Chris; Conway, Adam; Hoogendoorn, Lindsay
2017-06-01
Shoulder pain is becoming increasingly problematic in young players as volleyball gains popularity. Associations between repetitive motion and pain and overuse injury have been observed in other overhand sports (most notably baseball). Studies of adult athletes suggest that there is a shoulder pain and overuse problem present in volleyball players, but minimal research has been done to establish rates and causes in juvenile participants. To establish rates of shoulder pain, regardless of whether it resulted in a loss of playing time, in female high school volleyball players. A secondary goal was to determine whether high repetition volumes correlated with an increased likelihood of experiencing pain. Descriptive epidemiology study. A self-report survey focusing on the prevalence of pain not associated with a traumatic event in female high school youth volleyball players was developed. Survey questions were formulated by certified athletic trainers, experienced volleyball coaches, and biomechanics experts. Surveys were received from 175 healthy, active high school volleyball players in Iowa, South Dakota, and Minnesota. Forty percent (70/175) of active high school volleyball players remembered experiencing shoulder pain not related to traumatic injury, but only 33% (23/70) reported taking time off to recover from the pain. Based on these self-reported data, activities associated with significantly increased risk of nontraumatic shoulder pain included number of years playing competitive volleyball ( P = .01) and lifting weights out of season ( P = .001). Players who reported multiple risk factors were more likely to experience nontraumatic shoulder pain. When using time off for recovery as the primary injury criterion, we found that the incidence of shoulder pain is more than twice as high as the incidence of injury reported by previous studies. Findings also indicated that the incidence of shoulder pain may be correlated with volume of previous volleyball experience.
Afsharipour, Babak; Petracca, Francesco; Gasparini, Mauro; Merletti, Roberto
2016-12-01
Musicians activate their muscles in different patterns, depending on their posture, the instrument being played, and their experience level. Bipolar surface electrodes have been used in the past to monitor such activity, but this method is highly sensitive to the location of the electrode pair. In this work, the spatial distribution of surface EMG (sEMG) of the right trapezius and right and left erector spinae muscles were studied in 16 violin players and 11 cello players. Musicians played their instrument one string at a time in sitting position with/without backrest support. A 64 sEMG electrode (16×4) grid, 10mm inter-electrode distance (IED), was placed over the middle and lower trapezius (MT and LT) of the bowing arm. Two 16×2 electrode grids (IED=10mm) were placed on the left and right erector spinae muscles. Subjects played each of the four strings of the instrument either in large (1bow/s) or detaché tip/tail (8bows/s) bowing in two sessions (two days). In each of two days, measurements were repeated after half an hour of exercise to see the effect of exercise on the muscle activity and signal stability. A "muscle activity index" (MAI) was defined as the spatial average of the segmented active region of the RMS map. Spatial maps were automatically segmented using the watershed algorithm and thresholding. Results showed that, for violin players, sliding the bow upward from the tip toward the tail results in a higher MAI for the trapezius muscle than a downward bow. On the contrary, in cello players, higher MAI is produced in the tail to tip movement. For both instruments, an increasing MAI in the trapezius was observed as the string position became increasingly lateral, from string 1 (most medial) toward string 4 (most lateral). Half an hour of performance did not cause significant differences between the signal quality and the MAI values measured before and after the exercise. The MAI of the left and right erector spinae was smaller in the case of backrest support, especially for violin players. Back muscles of violin and cello players were activated asymmetrically, specifically in fast movements (detaché tip/tail). These findings demonstrate the sensitivity and stability of the technique and justify more extensive investigation following this proof of concept. Copyright © 2016 Elsevier Ltd. All rights reserved.
Ramos, João; Lopes, Rui J; Marques, Pedro; Araújo, Duarte
2017-01-01
The combination of sports sciences theorization and social networks analysis (SNA) has offered useful new insights for addressing team behavior. However, SNA typically represents the dynamics of team behavior during a match in dyadic interactions and in a single cumulative snapshot. This study aims to overcome these limitations by using hypernetworks to describe illustrative cases of team behavior dynamics at various other levels of analyses. Hypernetworks simultaneously access cooperative and competitive interactions between teammates and opponents across space and time during a match. Moreover, hypernetworks are not limited to dyadic relations, which are typically represented by edges in other types of networks. In a hypernetwork, n-ary relations (with n > 2) and their properties are represented with hyperedges connecting more than two players simultaneously (the so-called simplex -plural, simplices ). Simplices can capture the interactions of sets of players that may include an arbitrary number of teammates and opponents. In this qualitative study, we first used the mathematical formalisms of hypernetworks to represent a multilevel team behavior dynamics, including micro (interactions between players), meso (dynamics of a given critical event, e.g., an attack interaction), and macro (interactions between sets of players) levels. Second, we investigated different features that could potentially explain the occurrence of critical events, such as, aggregation or disaggregation of simplices relative to goal proximity. Finally, we applied hypernetworks analysis to soccer games from the English premier league (season 2010-2011) by using two-dimensional player displacement coordinates obtained with a multiple-camera match analysis system provided by STATS (formerly Prozone). Our results show that (i) at micro level the most frequently occurring simplices configuration is 1vs.1 (one attacker vs. one defender); (ii) at meso level, the dynamics of simplices transformations near the goal depends on significant changes in the players' speed and direction; (iii) at macro level, simplices are connected to one another, forming "simplices of simplices" including the goalkeeper and the goal. These results validate qualitatively that hypernetworks and related compound variables can capture and be used in the analysis of the cooperative and competitive interactions between players and sets of players in soccer matches.
Validation of the FAST skating protocol to predict aerobic power in ice hockey players.
Petrella, Nicholas J; Montelpare, William J; Nystrom, Murray; Plyley, Michael; Faught, Brent E
2007-08-01
Few studies have reported a sport-specific protocol to measure the aerobic power of ice hockey players using a predictive process. The purpose of our study was to validate an ice hockey aerobic field test on players of varying ages, abilities, and levels. The Faught Aerobic Skating Test (FAST) uses an on-ice continuous skating protocol on a course measuring 160 feet (48.8 m) using a CD to pace the skater with a beep signal to cross the starting line at each end of the course. The FAST incorporates the principle of increasing workload at measured time intervals during a continuous skating exercise. Step-wise multiple regression modelling was used to determine the estimate of aerobic power. Participants completed a maximal aerobic power test using a modified Bruce incremental treadmill protocol, as well as the on-ice FAST. Normative data were collected on 406 ice hockey players (291 males, 115 females) ranging in age from 9 to 25 y. A regression to predict maximum aerobic power was developed using body mass (kg), height (m), age (y), and maximum completed lengths of the FAST as the significant predictors of skating aerobic power (adjusted R2 = 0.387, SEE = 7.25 mL.kg-1.min-1, p < 0.0001). These results support the application of the FAST in estimating aerobic power among male and female competitive ice hockey players between the ages of 9 and 25 years.
Wearable nanosensor system for monitoring mild traumatic brain injuries in football players
NASA Astrophysics Data System (ADS)
Ramasamy, Mouli; Varadan, Vijay K.
2016-04-01
Football players are more to violent impacts and injuries more than any athlete in any other sport. Concussion or mild traumatic brain injuries were one of the lesser known sports injuries until the last decade. With the advent of modern technologies in medical and engineering disciplines, people are now more aware of concussion detection and prevention. These concussions are often overlooked by football players themselves. The cumulative effect of these mild traumatic brain injuries can cause long-term residual brain dysfunctions. The principle of concussion is based the movement of the brain in the neurocranium and viscerocranium. The brain is encapsulated by the cerebrospinal fluid which acts as a protective layer for the brain. This fluid can protect the brain against minor movements, however, any rapid movements of the brain may mitigate the protective capability of the cerebrospinal fluid. In this paper, we propose a wireless health monitoring helmet that addresses the concerns of the current monitoring methods - it is non-invasive for a football player as helmet is not an additional gear, it is efficient in performance as it is equipped with EEG nanosensors and 3D accelerometer, it does not restrict the movement of the user as it wirelessly communicates to the remote monitoring station, requirement of individual monitoring stations are not required for each player as the ZigBee protocol can couple multiple transmitters with one receiver. A helmet was developed and validated according to the above mentioned parameters.
Wireless nanosensors for monitoring concussion of football players
NASA Astrophysics Data System (ADS)
Ramasamy, Mouli; Harbaugh, Robert E.; Varadan, Vijay K.
2015-04-01
Football players are more to violent impacts and injuries more than any athlete in any other sport. Concussion or mild traumatic brain injuries were one of the lesser known sports injuries until the last decade. With the advent of modern technologies in medical and engineering disciplines, people are now more aware of concussion detection and prevention. These concussions are often overlooked by football players themselves. The cumulative effect of these mild traumatic brain injuries can cause long-term residual brain dysfunctions. The principle of concussion is based the movement of the brain in the neurocranium and viscerocranium. The brain is encapsulated by the cerebrospinal fluid which acts as a protective layer for the brain. This fluid can protect the brain against minor movements, however, any rapid movements of the brain may mitigate the protective capability of the cerebrospinal fluid. In this paper, we propose a wireless health monitoring helmet that addresses the concerns of the current monitoring methods - it is non-invasive for a football player as helmet is not an additional gear, it is efficient in performance as it is equipped with EEG nanosensors and 3D accelerometer, it does not restrict the movement of the user as it wirelessly communicates to the remote monitoring station, requirement of individual monitoring stations are not required for each player as the ZigBee protocol can couple multiple transmitters with one receiver. A helmet was developed and validated according to the above mentioned parameters.
Suicide in professional American football players in the past 95 years.
Webner, David; Iverson, Grant L
2016-01-01
To examine publicly-available information on all identified cases of suicide in active or former American professional football players between 1920 and the spring of 2015. Retrospective cohort study. Professional American Football in the US. A cohort of 26 702 athletes who had died, retired or were currently playing in the NFL from nfl.com since 1920 was identified. Internet queries identifying 26 professional football players who completed suicide. Obituaries and news reports were reviewed. The primary outcome measures included mortality, demographic characteristics and life circumstances in professional American football players completing suicide. From 1920-2015, the median age of the 26 men who completed suicide was 39.5 years (range = 23-85). The median number of years after retirement was 6.5 (range = 0-63). Most of the deaths since 1920 have occurred in the past 15 years (58.7%) and a large percentage have occurred since 2009 (42.3%). Most of the men suffered from multiple life stressors prior to their deaths, such as retirement from sport, loss of steady income, divorce, failed business ventures, estrangement from family members and medical, psychiatric and/or substance abuse problems. A disproportionate number of completed suicides in current and former professional football players have occurred since 2009 (42.3%). It is well established in the literature that the causes of depression and suicidality are diverse, often multifactorial and treatable. Providing at-risk retired athletes with mental health treatment will likely reduce their suffering and improve their quality-of-life.
Competence-impeding electronic games and players' aggressive feelings, thoughts, and behaviors.
Przybylski, Andrew K; Deci, Edward L; Deci, Edward; Rigby, C Scott; Ryan, Richard M
2014-03-01
[Correction Notice: An Erratum for this article was reported in Vol 106(3) of Journal of Personality and Social Psychology (see record 2014-07574-006). In the article, the name of author Edward Deci was missing his middle name initial and should have read as Edward L. Deci. In addition, an incorrect version of figure 1 was published.] Recent studies have examined whether electronic games foster aggression. At present, the extent to which games contribute to aggression and the mechanisms through which such links may exist are hotly debated points. In current research we tested a motivational hypothesis derived from self-determination theory-that gaming would be associated with indicators of human aggression to the degree that the interactive elements of games serve to impede players' fundamental psychological need for competence. Seven studies, using multiple methods to manipulate player competence and a range of approaches for evaluating aggression, indicated that competence-impeding play led to higher levels of aggressive feelings, easier access to aggressive thoughts, and a greater likelihood of enacting aggressive behavior. Results indicated that player perceived competence was positively related to gaming motivation, a factor that was, in turn, negatively associated with player aggression. Overall, this pattern of effects was found to be independent of the presence or absence of violent game contents. We discuss the results in respect to research focused on psychological need frustration and satisfaction and as they regard gaming-related aggression literature. (PsycINFO Database Record (c) 2014 APA, all rights reserved).
A Three-Stage Colonel Blotto Game with Applications to Cyber-Physical Security
2014-03-15
joint measure over the space Ri. Let µi ∈ ℘(Ri) be the strategy of Player i. Then, we let Prk #µi denote the marginal of µi on the k th battlefield. A...solely on the marginal distributions ( Prk #µ1,Pr k #µ2). The resources available to the players and the number of battlefields are common knowledge...Ri) → 2℘(Ri) denote a set-valued map (correspon- dence), defined as Ψi(µi) := { µ̃i ∈ ℘(Ri) : supp(µ̃i) = supp(µi) and Prk #µ̃i = Pr k #µi for all k
Moura, Felipe Arruda; van Emmerik, Richard E A; Santana, Juliana Exel; Martins, Luiz Eduardo Barreto; Barros, Ricardo Machado Leite de; Cunha, Sergio Augusto
2016-12-01
The purpose of this study was to investigate the coordination between teams spread during football matches using cross-correlation and vector coding techniques. Using a video-based tracking system, we obtained the trajectories of 257 players during 10 matches. Team spread was calculated as functions of time. For a general coordination description, we calculated the cross-correlation between the signals. Vector coding was used to identify the coordination patterns between teams during offensive sequences that ended in shots on goal or defensive tackles. Cross-correlation showed that opponent teams have a tendency to present in-phase coordination, with a short time lag. During offensive sequences, vector coding results showed that, although in-phase coordination dominated, other patterns were observed. We verified that during the early stages, offensive sequences ending in shots on goal present greater anti-phase and attacking team phase periods, compared to sequences ending in tackles. Results suggest that the attacking team may seek to present a contrary behaviour of its opponent (or may lead the adversary behaviour) in the beginning of the attacking play, regarding to the distribution strategy, to increase the chances of a shot on goal. The techniques allowed detecting the coordination patterns between teams, providing additional information about football dynamics and players' interaction.
NASA Technical Reports Server (NTRS)
Wolpert, David H.; Macready, William G.
2005-01-01
Recent work on the mathematical foundations of optimization has begun to uncover its rich structure. In particular, the "No Free Lunch" (NFL) theorems state that any two algorithms are equivalent when their performance is averaged across all possible problems. This highlights the need for exploiting problem-specific knowledge to achieve better than random performance. In this paper we present a general framework covering more search scenarios. In addition to the optimization scenarios addressed in the NFL results, this framework covers multi-armed bandit problems and evolution of multiple co-evolving players. As a particular instance of the latter, it covers "self-play" problems. In these problems the set of players work together to produce a champion, who then engages one or more antagonists in a subsequent multi-player game. In contrast to the traditional optimization case where the NFL results hold, we show that in self-play there are free lunches: in coevolution some algorithms have better performance than other algorithms, averaged across all possible problems. We consider the implications of these results to biology where there is no champion.
Fuller, G W; Govind, O; Tucker, R; Raftery, M
2018-04-01
To establish normative reference data for the SCAT3 in professional Rugby Union players. A cross sectional study in professional Rugby Union players competing in national and international professional competitions between 2015 and 2016. The SCAT3 was administered pre-season or prior to tournaments. Data was collected electronically using a custom tablet application. SCAT3 subcomponents distributions were described and normative ranges determined using percentile cut-offs for average, unusually low/high, and extremely low/high scores. The association between player characteristics and performance in SCAT3 subcomponents was also investigated in exploratory analyses. A total of 3611 professional Rugby Union players were included. The most common baseline symptom was fatigue (14%). The symptom score median (md) was 0 (interquartile range (IQR)=0-1). Symptom severity md was 0 (IQR=0-1). The md of the SAC score was 28 (IQR=26-29). The md of the MBESS was 2 (IQR=0-4). The Tandem gait md was 11.1s (IQR=10.0-12.7s). Upper limb coordination was normal in 98.4%. Younger age and lower educational level were associated with worse performance on delayed recall and reverse month sub-components of the SCAT3 (p<0.0001). No statistically significant differences in SCAT3 subcomponents were evident across gender. Representative normative reference values for the SCAT3 among professional Rugby Union players are provided. Baseline performance on concentration and delayed recall tests may be lower in younger athletes or in those with lower educational level. Copyright © 2017. Published by Elsevier Ltd.
Head impact exposure in youth football: middle school ages 12-14 years.
Daniel, Ray W; Rowson, Steven; Duma, Stefan M
2014-09-01
The head impact exposure experienced by football players at the college and high school levels has been well documented; however, there are limited data regarding youth football despite its dramatically larger population. The objective of this study was to investigate head impact exposure in middle school football. Impacts were monitored using a commercially available accelerometer array installed inside the helmets of 17 players aged 12-14 years. A total of 4678 impacts were measured, with an average (±standard deviation) of 275 ± 190 impacts per player. The average of impact distributions for each player had a median impact of 22 ± 2 g and 954 ± 122 rad/s², and a 95th percentile impact of 54 ± 9 g and 2525 ± 450 rad/s². Similar to the head impact exposure experienced by high school and collegiate players, these data show that middle school football players experience a greater number of head impacts during games than practices. There were no significant differences between median and 95th percentile head acceleration magnitudes experienced during games and practices; however, a larger number of impacts greater than 80 g occurred during games than during practices. Impacts to the front and back of the helmet were most common. Overall, these data are similar to high school and college data that have been collected using similar methods. These data have applications toward youth football helmet design, the development of strategies designed to limit head impact exposure, and child-specific brain injury criteria.
A spectral analysis of team dynamics and tactics in Brazilian football.
Moura, Felipe Arruda; Martins, Luiz Eduardo Barreto; Anido, Ricardo O; Ruffino, Paulo Régis C; Barros, Ricardo M L; Cunha, Sergio Augusto
2013-01-01
The purposes of this study were to characterise the total space covered and the distances between players within teams over ten Brazilian First Division Championship matches. Filmed recordings, combined with a tracking system, were used to obtain the trajectories of the players (n = 277), before and after half-time. The team surface area (the area of the convex hull formed by the positions of the players) and spread (the Frobenius norm of the distance-between-player matrix) were calculated as functions of time. A Fast Fourier Transform (FFT) was applied to each time series. The median frequency was then calculated. The results of the surface area time series median frequencies for the first half (0.63 ± 0.10 cycles · min⁻¹) were significantly greater (P < 0.01) than the second-half values (0.47 ± 0.14 cycles · min⁻¹). Similarly, the spread variable median frequencies for the first half (0.60 ± 0.14 cycles · min⁻¹) were significantly greater (P < 0.01) than the second-half values (0.46 ± 0.16 cycles · min⁻¹). The median frequencies allowed the characterisation of the time series oscillations that represent the speed at which players distribute and then compact their team formation during a match. This analysis can provide insights that allow coaches to better control the team organisation on the pitch.
Orr, B; Brown, C; Hemsing, J; McCormick, T; Pound, S; Otto, D; Emery, C A; Beaupre, L A
2013-06-01
This study sought to determine if knowledge regarding the risk for knee injuries and the potential for their prevention is being translated to female adolescent soccer players (13-18 years), their parents, and coaches. Eligible participants in the 2007 indoor soccer season were surveyed to determine their knowledge of the risk for and the potential to prevent knee injuries, and their knowledge of effective prevention strategies, if they felt that injury prevention was possible. Team selection was stratified to be representative of both competitive and recreational level play and age group distributions within the selected soccer association. Of the study subjects, 773/1396 (55.4%) responded to the survey: 408 (53%) players, 292 (38%) parents, and 73 (9%) coaches. Most respondents (538 [71%]) were aware of the risk for knee injury. Coaches and parents were more likely than players to view knee injuries as preventable; however, appropriate prevention strategies were often not identified. Four hundred eighty-four (63.8%) respondents reported that they had never received information on knee injuries. Substantial knowledge gaps regarding knee injury prevention and effective preventative strategies were identified. Given the predominance of knee injuries in female adolescent soccer players, there is an urgent need for knowledge translation of prevention strategies to decrease both incidence and long-term consequences of knee injuries. © 2011 John Wiley & Sons A/S.
Variability in group size and the evolution of collective action.
Peña, Jorge; Nöldeke, Georg
2016-01-21
Models of the evolution of collective action typically assume that interactions occur in groups of identical size. In contrast, social interactions between animals occur in groups of widely dispersed size. This paper models collective action problems as two-strategy multiplayer games and studies the effect of variability in group size on the evolution of cooperative behavior under the replicator dynamics. The analysis identifies elementary conditions on the payoff structure of the game implying that the evolution of cooperative behavior is promoted or inhibited when the group size experienced by a focal player is more or less variable. Similar but more stringent conditions are applicable when the confounding effect of size-biased sampling, which causes the group-size distribution experienced by a focal player to differ from the statistical distribution of group sizes, is taken into account. Copyright © 2015 Elsevier Ltd. All rights reserved.
Inequality, communication, and the avoidance of disastrous climate change in a public goods game.
Tavoni, Alessandro; Dannenberg, Astrid; Kallis, Giorgos; Löschel, Andreas
2011-07-19
International efforts to provide global public goods often face the challenges of coordinating national contributions and distributing costs equitably in the face of uncertainty, inequality, and free-riding incentives. In an experimental setting, we distribute endowments unequally among a group of people who can reach a fixed target sum through successive money contributions, knowing that if they fail, they will lose all their remaining money with 50% probability. In some treatments, we give players the option to communicate intended contributions. We find that inequality reduces the prospects of reaching the target but that communication increases success dramatically. Successful groups tend to eliminate inequality over the course of the game, with rich players signaling willingness to redistribute early on. Our results suggest that coordination-promoting institutions and early redistribution from richer to poorer nations are both decisive for the avoidance of global calamities, such as disruptive climate change.
Social diversity promotes cooperation in spatial multigames
NASA Astrophysics Data System (ADS)
Qin, Jiahu; Chen, Yaming; Kang, Yu; Perc, Matjaž
2017-04-01
Social diversity is omnipresent in the modern world. Here we introduce this diversity into spatial multigames and study its impact on the evolution of cooperation. Multigames are characterized by two or more different social dilemmas being contested among players in the population. When a fraction of players plays the prisoner's dilemma game while the remainder plays the snowdrift game cooperation becomes a difficult proposition. We show that social diversity, determined by the payoff scaling factors from the uniform, exponential or power-law distribution, significantly promotes cooperation. In particular, the stronger the social diversity, the more widespread cooperative behavior becomes. Monte Carlo simulations on the square lattice reveal that a power-law distribution of social diversity is in fact optimal for socially favorable states, thus resonating with findings previously reported for single social dilemmas. We also show that the same promotion mechanism works in time-varying environments, thus further generalizing the important role of social diversity for cooperation in social dilemmas.
Inequality, communication, and the avoidance of disastrous climate change in a public goods game
Tavoni, Alessandro; Dannenberg, Astrid; Kallis, Giorgos; Löschel, Andreas
2011-01-01
International efforts to provide global public goods often face the challenges of coordinating national contributions and distributing costs equitably in the face of uncertainty, inequality, and free-riding incentives. In an experimental setting, we distribute endowments unequally among a group of people who can reach a fixed target sum through successive money contributions, knowing that if they fail, they will lose all their remaining money with 50% probability. In some treatments, we give players the option to communicate intended contributions. We find that inequality reduces the prospects of reaching the target but that communication increases success dramatically. Successful groups tend to eliminate inequality over the course of the game, with rich players signaling willingness to redistribute early on. Our results suggest that coordination-promoting institutions and early redistribution from richer to poorer nations are both decisive for the avoidance of global calamities, such as disruptive climate change. PMID:21730154
Equilibrium Strategy and Population-Size Effects in Lowest Unique Bid Auctions
NASA Astrophysics Data System (ADS)
Pigolotti, Simone; Bernhardsson, Sebastian; Juul, Jeppe; Galster, Gorm; Vivo, Pierpaolo
2012-02-01
In lowest unique bid auctions, N players bid for an item. The winner is whoever places the lowest bid, provided that it is also unique. We use a grand canonical approach to derive an analytical expression for the equilibrium distribution of strategies. We then study the properties of the solution as a function of the mean number of players, and compare them with a large data set of internet auctions. The theory agrees with the data with striking accuracy for small population-size N, while for larger N a qualitatively different distribution is observed. We interpret this result as the emergence of two different regimes, one in which adaptation is feasible and one in which it is not. Our results question the actual possibility of a large population to adapt and find the optimal strategy when participating in a collective game.
Reinforcement Learning for Constrained Energy Trading Games With Incomplete Information.
Wang, Huiwei; Huang, Tingwen; Liao, Xiaofeng; Abu-Rub, Haitham; Chen, Guo
2017-10-01
This paper considers the problem of designing adaptive learning algorithms to seek the Nash equilibrium (NE) of the constrained energy trading game among individually strategic players with incomplete information. In this game, each player uses the learning automaton scheme to generate the action probability distribution based on his/her private information for maximizing his own averaged utility. It is shown that if one of admissible mixed-strategies converges to the NE with probability one, then the averaged utility and trading quantity almost surely converge to their expected ones, respectively. For the given discontinuous pricing function, the utility function has already been proved to be upper semicontinuous and payoff secure which guarantee the existence of the mixed-strategy NE. By the strict diagonal concavity of the regularized Lagrange function, the uniqueness of NE is also guaranteed. Finally, an adaptive learning algorithm is provided to generate the strategy probability distribution for seeking the mixed-strategy NE.
American childhood football as a possible risk factor for cerebral infarction.
Brosch, Jared R; Golomb, Meredith R
2011-12-01
Three adolescent football players who had ischemic stroke associated with football practice and play are described. The literature on stroke associated with childhood sports and football in particular is reviewed, and the multiple mechanisms by which football can contribute to ischemic stroke are discussed.
NASA Astrophysics Data System (ADS)
Ohdaira, Tetsushi
2014-07-01
Previous studies discussing cooperation employ the best decision that every player knows all information regarding the payoff matrix and selects the strategy of the highest payoff. Therefore, they do not discuss cooperation based on the altruistic decision with limited information (bounded rational altruistic decision). In addition, they do not cover the case where every player can submit his/her strategy several times in a match of the game. This paper is based on Ohdaira's reconsideration of the bounded rational altruistic decision, and also employs the framework of the prisoner's dilemma game (PDG) with sequential strategy. The distinction between this study and the Ohdaira's reconsideration is that the former covers the model of multiple groups, but the latter deals with the model of only two groups. Ohdaira's reconsideration shows that the bounded rational altruistic decision facilitates much more cooperation in the PDG with sequential strategy than Ohdaira and Terano's bounded rational second-best decision does. However, the detail of cooperation of multiple groups based on the bounded rational altruistic decision has not been resolved yet. This study, therefore, shows how randomness in the network composed of multiple groups affects the increase of the average frequency of mutual cooperation (cooperation between groups) based on the bounded rational altruistic decision of multiple groups. We also discuss the results of the model in comparison with related studies which employ the best decision.
BEHAVIORAL COACHING TO IMPROVE OFFENSIVE LINE PASS-BLOCKING SKILLS OF HIGH SCHOOL FOOTBALL ATHLETES
Stokes, John V; Luiselli, James K; Reed, Derek D; Fleming, Richard K
2010-01-01
We evaluated several behavioral coaching procedures for improving offensive line pass-blocking skills with 5 high school varsity football players. Pass blocking was measured during practice drills and games, and our intervention included descriptive feedback with and without video feedback and teaching with acoustical guidance (TAG). Intervention components and pass blocking were evaluated in a multiple baseline design, which showed that video feedback and TAG were the most effective procedures. For all players, improved pass blocking matched a standard derived by observing more experienced linemen and was evident in games. Additional intervention was required to maintain pass-blocking proficiency. Issues pertinent to behavioral coaching and sport psychology research are discussed. PMID:21358905
Applying deep bidirectional LSTM and mixture density network for basketball trajectory prediction
NASA Astrophysics Data System (ADS)
Zhao, Yu; Yang, Rennong; Chevalier, Guillaume; Shah, Rajiv C.; Romijnders, Rob
2018-04-01
Data analytics helps basketball teams to create tactics. However, manual data collection and analytics are costly and ineffective. Therefore, we applied a deep bidirectional long short-term memory (BLSTM) and mixture density network (MDN) approach. This model is not only capable of predicting a basketball trajectory based on real data, but it also can generate new trajectory samples. It is an excellent application to help coaches and players decide when and where to shoot. Its structure is particularly suitable for dealing with time series problems. BLSTM receives forward and backward information at the same time, while stacking multiple BLSTMs further increases the learning ability of the model. Combined with BLSTMs, MDN is used to generate a multi-modal distribution of outputs. Thus, the proposed model can, in principle, represent arbitrary conditional probability distributions of output variables. We tested our model with two experiments on three-pointer datasets from NBA SportVu data. In the hit-or-miss classification experiment, the proposed model outperformed other models in terms of the convergence speed and accuracy. In the trajectory generation experiment, eight model-generated trajectories at a given time closely matched real trajectories.
Scanlan, Aaron; Humphries, Brendan; Tucker, Patrick S; Dalbo, Vincent
2014-01-01
This study explored the influence of physical and cognitive measures on reactive agility performance in basketball players. Twelve men basketball players performed multiple sprint, Change of Direction Speed Test, and Reactive Agility Test trials. Pearson's correlation analyses were used to determine relationships between the predictor variables (stature, mass, body composition, 5-m, 10-m and 20-m sprint times, peak speed, closed-skill agility time, response time and decision-making time) and reactive agility time (response variable). Simple and stepwise regression analyses determined the individual influence of each predictor variable and the best predictor model for reactive agility time. Morphological (r = -0.45 to 0.19), sprint (r = -0.40 to 0.41) and change-of-direction speed measures (r = 0.43) had small to moderate correlations with reactive agility time. Response time (r = 0.76, P = 0.004) and decision-making time (r = 0.58, P = 0.049) had large to very large relationships with reactive agility time. Response time was identified as the sole predictor variable for reactive agility time in the stepwise model (R(2) = 0.58, P = 0.004). In conclusion, cognitive measures had the greatest influence on reactive agility performance in men basketball players. These findings suggest reaction and decision-making drills should be incorporated in basketball training programmes.
Skeletal Maturation and Aerobic Performance in Young Soccer Players from Professional Academies.
Teixeira, A S; Valente-dos-Santos, J; Coelho-E-Silva, M J; Malina, R M; Fernandes-da-Silva, J; Cesar do Nascimento Salvador, P; De Lucas, R D; Wayhs, M C; Guglielmo, L G A
2015-11-01
The contribution of chronological age, skeletal age (Fels method) and body size to variance in peak velocity derived from the Carminatti Test was examined in 3 competitive age groups of Brazilian male soccer players: 10-11 years (U-12, n=15), 12-13 years (U-14, n=54) and 14-15 years (U-16, n=23). Body size and soccer-specific aerobic fitness were measured. Body composition was predicted from skinfolds. Analysis of variance and covariance (controlling for chronological age) were used to compare soccer players by age group and by skeletal maturity status within of each age group, respectively. Relative skeletal age (skeletal age minus chronological age), body size, estimated fat-free mass and performance on the Carminatti Test increased significantly with age. Carminatti Test performance did not differ among players of contrasting skeletal maturity status in the 3 age groups. Results of multiple linear regressions indicated fat mass (negative) and chronological age (positive) were significant predictors of peak velocity derived from the Carminatti Test, whereas skeletal age was not a significant predictor. In conclusion, the Carminatti Test appears to be a potentially interesting field protocol to assess intermittent endurance running capacity in youth soccer programs since it is independent of biological maturity status. © Georg Thieme Verlag KG Stuttgart · New York.
Neuromuscular and technical abilities related to age in water-polo players.
De Siati, Fabio; Laffaye, Guillaume; Gatta, Giorgio; Dello Iacono, Antonio; Ardigò, Luca Paolo; Padulo, Johnny
2016-08-01
Testing is one of the important tasks in any multi-step sport programme. In most ball games, coaches assess motor, physical and technical skills on a regular basis in early stages of talent identification in order to further athletes' development. The purpose of the study was to investigate anthropometric variables and vertical jump heights as a free throw effectiveness predictor in water-polo players of different age groups. Two hundred and thirty-six young (10-18 years) male water-polo players partitioned into three age groups underwent anthropometric variables' measures and squat- and countermovement-jump tests, and performed water-polo free throws. Anthropometric variables, vertical jump heights and throw speed - as a proxy for free throw effectiveness - resulted different over age groups. Particularly, throw speed changed from 9.28 to 13.70 m · s(-1) (+48%) from younger to older players. A multiple-regression model indicated that body height, squat-jump height and throw time together explain 52% of variance of throw speed. In conclusion, tall height, high lower limb power and throwing quickness appeared to be relevant determinants for effective free throws. Such indications can help coaches during talent identification and development processes, even by means of novel training strategies. Further research is needed over different maturity statuses.
NASA Astrophysics Data System (ADS)
Clemens, Joshua William
Game theory has application across multiple fields, spanning from economic strategy to optimal control of an aircraft and missile on an intercept trajectory. The idea of game theory is fascinating in that we can actually mathematically model real-world scenarios and determine optimal decision making. It may not always be easy to mathematically model certain real-world scenarios, nonetheless, game theory gives us an appreciation for the complexity involved in decision making. This complexity is especially apparent when the players involved have access to different information upon which to base their decision making (a nonclassical information pattern). Here we will focus on the class of adversarial two-player games (sometimes referred to as pursuit-evasion games) with nonclassical information pattern. We present a two-sided (simultaneous) optimization solution method for the two-player linear quadratic Gaussian (LQG) multistage game. This direct solution method allows for further interpretation of each player's decision making (strategy) as compared to previously used formal solution methods. In addition to the optimal control strategies, we present a saddle point proof and we derive an expression for the optimal performance index value. We provide some numerical results in order to further interpret the optimal control strategies and to highlight real-world application of this game-theoretic optimal solution.
A Probabilistic Framework for Quantifying Mixed Uncertainties in Cyber Attacker Payoffs
DOE Office of Scientific and Technical Information (OSTI.GOV)
Chatterjee, Samrat; Tipireddy, Ramakrishna; Oster, Matthew R.
Quantification and propagation of uncertainties in cyber attacker payoffs is a key aspect within multiplayer, stochastic security games. These payoffs may represent penalties or rewards associated with player actions and are subject to various sources of uncertainty, including: (1) cyber-system state, (2) attacker type, (3) choice of player actions, and (4) cyber-system state transitions over time. Past research has primarily focused on representing defender beliefs about attacker payoffs as point utility estimates. More recently, within the physical security domain, attacker payoff uncertainties have been represented as Uniform and Gaussian probability distributions, and mathematical intervals. For cyber-systems, probability distributions may helpmore » address statistical (aleatory) uncertainties where the defender may assume inherent variability or randomness in the factors contributing to the attacker payoffs. However, systematic (epistemic) uncertainties may exist, where the defender may not have sufficient knowledge or there is insufficient information about the attacker’s payoff generation mechanism. Such epistemic uncertainties are more suitably represented as generalizations of probability boxes. This paper explores the mathematical treatment of such mixed payoff uncertainties. A conditional probabilistic reasoning approach is adopted to organize the dependencies between a cyber-system’s state, attacker type, player actions, and state transitions. This also enables the application of probabilistic theories to propagate various uncertainties in the attacker payoffs. An example implementation of this probabilistic framework and resulting attacker payoff distributions are discussed. A goal of this paper is also to highlight this uncertainty quantification problem space to the cyber security research community and encourage further advancements in this area.« less
Darrah, Shaun D; Dicianno, Brad E; Berthold, Justin; McCoy, Andrew; Haas, Matthew; Cooper, Rory A
2016-01-01
To determine whether sledge hockey players with physical disability have higher average seated pressures compared to non-disabled controls. Fifteen age-matched controls without physical disability and 15 experimental participants with physical disability were studied using a pressure mapping device to determine risk for skin pressure ulceration and the impact of cushioning and knee angle positioning on seated pressure distributions. Regardless of participant group, cushioning, or knee angle, average seated pressures exceeded clinically acceptable seated pressures. Controls had significantly higher average seated pressures than the disability group when knees were flexed, both with the cushion (p = 0.013) and without (p = 0.015). Knee extension showed significantly lower average pressures in controls, both with the cushion (p < 0.001) and without (p < 0.001). Placement of the cushion resulted in significantly lower average pressure in controls when knees were extended (p = 0.024) but not when flexed (p = 0.248). Placement of the cushion resulted in no difference in pressure (p = 0.443) in the disability group. Pressures recorded indicate high risk for skin ulceration. Cushioning was effective only in the control group with knees extended. That knee extension significantly lowered average seated pressures is important, as many sledge hockey players utilize positioning with larger knee flexion angles. Implications for Rehabilitation Ice sledge hockey is a fast growing adaptive sport. Adaptive sports have been associated with several positive improvements in overall health and quality of life, though may be putting players at risk for skin ulceration. Measured static seated pressure in sledges greatly exceeds current clinically accepted clinical guidelines. With modern improvements in wheelchair pressure relief/cushioning there are potential methods for improvement of elevated seated pressure in ice hockey sledges.
Labonté, Ronald
2015-11-19
Despite the mythology that the global economy with its trade rules creates a 'level playing field,' international trade has never involved 'level players.' The inequalities in outcomes generated by the more powerful winning more frequently has led to innovative ideas for ex post redistribution to make the matches between the players both fairer, and in the analogy to basketball used by the authors, more interesting and even more competitive. The proposal for a Global Social Protection Fund, financed by a small tax on the winners to enhance social protection spending for the losers, presumably increasing the latter's capabilities to compete more effectively in the global market game, is one such idea. It has much to commend it. Several problems, however, stand in its way, apart from those inherent within nations themselves and to which the authors give some attention. First, much global trade is now intra-firm rather than international, making calculations of which nations win or lose exceedingly difficult. Second, tax havens persist without the transparency and global regulatory oversights that would allow a better rendering of where winnings are stashed. Third, pre-distribution inequalities (those arising from market activities before government tax and transfer measures apply) are still increasing as labour's power to wrestle global capital into some ameliorative social contract diminishes. Fourth, there are finite limits to a planet on the cusp of multiple environmental crises. These problems do not diminish the necessity of alternative policy playbooks such as the proposed Fund, but point to the need to embrace the new Sustainable Development Goals (SDGs) as a single set, such that economic growth for the bottom half of humanity includes deep structural reforms to both pre-distribution and redistribution, if the targets for environmental survival are to be met. © 2016 by Kerman University of Medical Sciences.
From the Myth of Level Playing Fields to the Reality of a Finite Planet
Labonté, Ronald
2016-01-01
Despite the mythology that the global economy with its trade rules creates a ‘level playing field,’ international trade has never involved ‘level players.’ The inequalities in outcomes generated by the more powerful winning more frequently has led to innovative ideas for ex post redistribution to make the matches between the players both fairer, and in the analogy to basketball used by the authors, more interesting and even more competitive. The proposal for a Global Social Protection Fund, financed by a small tax on the winners to enhance social protection spending for the losers, presumably increasing the latter’s capabilities to compete more effectively in the global market game, is one such idea. It has much to commend it. Several problems, however, stand in its way, apart from those inherent within nations themselves and to which the authors give some attention. First, much global trade is now intra-firm rather than international, making calculations of which nations win or lose exceedingly difficult. Second, tax havens persist without the transparency and global regulatory oversights that would allow a better rendering of where winnings are stashed. Third, pre-distribution inequalities (those arising from market activities before government tax and transfer measures apply) are still increasing as labour’s power to wrestle global capital into some ameliorative social contract diminishes. Fourth, there are finite limits to a planet on the cusp of multiple environmental crises. These problems do not diminish the necessity of alternative policy playbooks such as the proposed Fund, but point to the need to embrace the new Sustainable Development Goals (SDGs) as a single set, such that economic growth for the bottom half of humanity includes deep structural reforms to both pre-distribution and redistribution, if the targets for environmental survival are to be met. PMID:26927404
Leadership in Multiplayer Online Gaming Environments
ERIC Educational Resources Information Center
Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E.
2012-01-01
With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…
Collective Intelligence and Three Aspects of Planning in Organizations: A NASA Example
NASA Technical Reports Server (NTRS)
Billman, Dorrit; Feary, Michael
2010-01-01
For many complex sociotechnical systems, planning seems to require explicit coordination; certainly, in executing a plan the activities of different actors must be tightly coupled. However, distributing the needed planning information can be very burdensome and error prone, because different groups need different collections of information, updated or kept current on different time cycles. Further, the information needed to form successful plans is often highly distributed, and while feedback about the success of prior plans may exist, it may not be available to those in a position of using this to improve plans or to detect and resolve other problems in the system (Weick, 1995). Tools to support various aspects of planning have been developed, and can provide a huge benefit to the individuals working on that aspect. To be tractable, most solutions address a quite bounded slice of work, isolating it from the larger context. Prospective planning takes place over multiple, nested cycles of decision making. This builds a plan that specifies activities of different granularity. "Subplans" may specify multiple parallel activities by different groups and individuals, as well as sequential, nested actions by a single actor. Planning produces valuable, sharable, external, representations: in addition to prospective use, plans support retrospective assessment and also action in the present. Viewing planning in a larger context - both temporal and organizational -- enables noticing what one does not know and generating more systemic and effective solutions. Viewing a problem as one of collective intelligence invites thinking about the larger organizational context. Many approaches to supporting collective intelligence do not support execution of highly contingent actions, distributed across many players, and hence provide incomplete support for planning. However, CI technology maybe helpful in managing the processes of gathering information for decision making in planning and of distributing plan information to various actors, needed on various time cycles.
A Multiple-player-game Approach to Agricultural Water Use in Regions of Seasonal Drought
NASA Astrophysics Data System (ADS)
Lu, Z.
2013-12-01
In the wide distributed regions of seasonal drought, conflicts of water allocation between multiple stakeholders (which means water consumers and policy makers) are frequent and severe problems. These conflicts become extremely serious in the dry seasons, and are ultimately caused by an intensive disparity between the lack of natural resource and the great demand of social development. Meanwhile, these stakeholders are often both competitors and cooperators in water saving problems, because water is a type of public resource. Conflicts often occur due to lack of appropriate water allocation scheme. Among the many uses of water, the need of agricultural irrigation water is highly elastic, but this factor has not yet been made full use to free up water from agriculture use. The primary goal of this work is to design an optimal distribution scheme of water resource for dry seasons to maximize benefits from precious water resources, considering the high elasticity of agriculture water demand due to the dynamic of soil moisture affected by the uncertainty of precipitation and other factors like canopy interception. A dynamic programming model will be used to figure out an appropriate allocation of water resources among agricultural irrigation and other purposes like drinking water, industry, and hydropower, etc. In this dynamic programming model, we analytically quantify the dynamic of soil moisture in the agricultural fields by describing the interception with marked Poisson process and describing the rainfall depth with exponential distribution. Then, we figure out a water-saving irrigation scheme, which regulates the timetable and volumes of water in irrigation, in order to minimize irrigation water requirement under the premise of necessary crop yield (as a constraint condition). And then, in turn, we provide a scheme of water resource distribution/allocation among agriculture and other purposes, taking aim at maximizing benefits from precious water resources, or in other words, make best use of limited water resource.
Online and offline video game use in adolescents: measurement invariance and problem severity.
Smohai, Máté; Urbán, Róbert; Griffiths, Mark D; Király, Orsolya; Mirnics, Zsuzsanna; Vargha, András; Demetrovics, Zsolt
2017-01-01
Despite the increasing popularity of video game playing, little is known about the similarities and differences between online and offline video game players. The aims of this study were (i) to test the applicability and the measurement invariance of the previously developed Problematic Online Gaming Questionnaire (POGQ) in both online and offline gamers and to (ii) examine the differences in these groups. Video game use habits and POGQ were assessed in a sample of 1,964 (71% male) adolescent videogame players. Those gamers who played at least sometimes in an online context were considered "online gamers," while those who played videogames exclusively offline were considered "offline gamers." Confirmatory factor analysis supported the measurement invariance across online and offline videogame players. According to the multiple indicators multiple causes (MIMIC) model, online gamers were more likely to score higher on overuse, interpersonal conflict, and social isolation subscales of the POGQ. The results of the present study suggest that online and offline gaming can be assessed using the same psychometric instrument. These findings open the possibility for future research studies concerning problematic video gaming to include participants who exclusively play online or offline games, or both. However, the study also identified important structural features about how online and offline gaming might contribute differently to problematic use. These results provide important information that could be utilized in parental education and the prevention program about the possible detrimental consequences of online vs. offline video gaming.
Subjective, but not Objective, Lingering Effects of Multiple Past Concussions in Adolescents
McKay, Carly D.; Mrazik, Martin; Barlow, Karen M.; Meeuwisse, Willem H.; Emery, Carolyn A.
2013-01-01
Abstract The existing literature on lingering effects from concussions in children and adolescents is limited and mixed, and there are no clear answers for patients, clinicians, researchers, or policy makers. The purpose of this study was to examine whether there are lingering effects of past concussions in adolescent athletes. Participants in this study included 643 competitive Bantam and Midget hockey players (most elite 20% by division of play) between 13 and 17 years of age (mean age=15.5, SD=1.2). Concussion history at baseline assessment was retrospectively documented using a pre-season questionnaire (PSQ), which was completed at home by parents and players in advance of baseline testing. Players with English as a second language, self-reported attention or learning disorders, a concussion within 6 months of baseline, or suspected invalid test profiles were excluded from these analyses. Demographically adjusted standard scores for the five composites/domains and raw symptom ratings from the brief Immediate Post-Concussion Assessment and Cognitive Testing (ImPACT) computerized battery were analyzed. Adolescent athletes with one or two or more prior concussions did not have significantly worse neurocognitive functioning on ImPACT than did those with no previous concussions. There were significantly more symptoms reported in those with two or more prior concussions than in those with no or one prior concussion. Adolescents with multiple previous concussions had higher levels of baseline symptoms, but there were not group differences in neurocognitive functioning using this brief computerized battery. PMID:23560947
Subjective, but not objective, lingering effects of multiple past concussions in adolescents.
Brooks, Brian L; McKay, Carly D; Mrazik, Martin; Barlow, Karen M; Meeuwisse, Willem H; Emery, Carolyn A
2013-09-01
The existing literature on lingering effects from concussions in children and adolescents is limited and mixed, and there are no clear answers for patients, clinicians, researchers, or policy makers. The purpose of this study was to examine whether there are lingering effects of past concussions in adolescent athletes. Participants in this study included 643 competitive Bantam and Midget hockey players (most elite 20% by division of play) between 13 and 17 years of age (mean age=15.5, SD=1.2). Concussion history at baseline assessment was retrospectively documented using a pre-season questionnaire (PSQ), which was completed at home by parents and players in advance of baseline testing. Players with English as a second language, self-reported attention or learning disorders, a concussion within 6 months of baseline, or suspected invalid test profiles were excluded from these analyses. Demographically adjusted standard scores for the five composites/domains and raw symptom ratings from the brief Immediate Post-Concussion Assessment and Cognitive Testing (ImPACT) computerized battery were analyzed. Adolescent athletes with one or two or more prior concussions did not have significantly worse neurocognitive functioning on ImPACT than did those with no previous concussions. There were significantly more symptoms reported in those with two or more prior concussions than in those with no or one prior concussion. Adolescents with multiple previous concussions had higher levels of baseline symptoms, but there were not group differences in neurocognitive functioning using this brief computerized battery.
ERIC Educational Resources Information Center
Wu, Wentao
2012-01-01
The objective of this thesis is two-fold: (1) to investigate the degree distribution property of community-based social networks (CSNs) and (2) to provide solutions to a pertinent problem, the Key Player Problem. In the first part of this thesis, we consider a growing community-based network in which the ability of nodes competing for links to new…
Strength and Power Correlates of Throwing Velocity on Subelite Male Cricket Players.
Freeston, Jonathan L; Carter, Thomas; Whitaker, Gary; Nicholls, Owen; Rooney, Kieron B
2016-06-01
Throwing velocity is an important aspect of fielding in cricket to affect run-outs and reduce the opponent's run-scoring opportunities. Although a relationship between strength and/or power and throwing velocity has been well established in baseball, water polo, and European handball, it has not been adequately explored in cricket. Consequently, this study aimed to determine the relationship between measures of strength and/or power and throwing velocity in cricket players. Seventeen male cricket players (mean ± SD; age, 21.1 ± 1.6 years; height, 1.79 ± 0.06 m; weight, 79.8 ± 6.4 kg) from an elite athlete program were tested for maximal throwing velocity from the stretch position and after a 3-meter shuffle. They were also assessed for strength and power using a range of different measures. Throwing velocity from the stretch position (30.5 ± 2.4 m·s) was significantly related to dominant leg lateral-to-medial jump (LMJ) distance (r = 0.71; p < 0.01), dominant shoulder internal rotation (IR) strength (r = 0.55; p ≤ 0.05), and dominant (r = 0.73; p < 0.01) and nondominant (r = 0.54; p ≤ 0.05) medicine ball rotation (MB Rot) throw velocity and medicine ball chest pass (MB CP) distance (r = 0.67; p < 0.01). A nonsignificant trend was observed for vertical jump (VJ) height (p = 0.06), whereas no significant relationships were observed for nondominant LMJ distance (p = 0.97), nondominant shoulder IR strength (p = 0.80), 1 repetition maximum (RM) squat strength (p = 0.57), 1RM bench press strength (p = 0.90), height (p = 0.33), or weight (p = 0.29). Multiple regression analysis revealed that dominant MB Rot and MB CP explained 66% of the variance. The results were similar for velocity after a shuffle step (31.8 ± 2.1 m·s); however, VJ height reached statistical significance (r = 0.51; p ≤ 0.05). The multiple regression was also similar with MB Rot and MB CP explaining 70% of the variance. The cricketers in this study threw with greater velocity than elite junior and subelite senior cricketers but with lower velocities than elite senior cricketers and collegiate level and professional baseball players. This is the first study to demonstrate a link between strength and/or power and throwing velocity in cricket players and highlight the importance of power development as it relates to throwing velocity. Exercises that more closely simulated the speed (body weight jumps and medicine ball throws) or movement pattern (shoulder IR) of overhead throwing were greater predictors of throwing velocity. Strength and conditioning staff should assess and develop power to enhance throwing performance in cricket players. Exercises with greater movement and speed specificity to throwing should be used in preference over exercises that are slower and have less movement specificity to the throwing motion. Cricket players should engage in power training to bridge the gap in performance between them and baseball players.
Kontic, Dean; Zenic, Natasa; Uljevic, Ognjen; Sekulic, Damir; Lesnik, Blaz
2017-06-01
Swimming capacities are hypothesized to be important determinants of water polo performance but there is an evident lack of studies examining different swimming capacities in relation to specific offensive and defensive performance variables in this sport. The aim of this study was to determine the relationship between five swimming capacities and six performance determinants in water polo. The sample comprised 79 high-level youth water polo players (all males, 17-18 years of age). The variables included six performance-related variables (agility in offence and defense, efficacy in offence and defense, polyvalence in offence and defense), and five swimming-capacity tests (water polo sprint test [15 m], swimming sprint test [25 m], short-distance [100 m], aerobic endurance [400 m] and an anaerobic lactate endurance test [4× 50 m]). First, multiple regressions were calculated for one-half of the sample of subjects which were then validated with the remaining half of the sample. The 25-m swim was not included in the regression analyses due to the multicollinearity with other predictors. The originally calculated regression models were validated for defensive agility (R=0.67 and R=0.55 for the original regression calculation and validation subsample, respectively) offensive agility (R=0.59 and R=0.61), and offensive efficacy (R=0.64 and R=0.58). Anaerobic lactate endurance is a significant predictor of offensive and defensive agility, while 15 m sprint significantly contributes to offensive efficacy. Swimming capacities are not found to be related to the polyvalence of the players. The most superior offensive performance can be expected from those players with a high level of anaerobic lactate endurance and advanced sprinting capacity, while anaerobic lactate endurance is recognized as most important quality in defensive duties. Future studies should observe players' polyvalence in relation to (theoretical) knowledge of technical and tactical tasks. Results reinforce the need for the cross-validation of the prediction-models in sport and exercise sciences.
Degree Distribution of Position-Dependent Ball-Passing Networks in Football Games
NASA Astrophysics Data System (ADS)
Narizuka, Takuma; Yamamoto, Ken; Yamazaki, Yoshihiro
2015-08-01
We propose a simple stochastic model describing the position-dependent ball-passing network in football (soccer) games. In this network, a player in a certain area in a divided field is a node, and a pass between two nodes corresponds to an edge. Our stochastic process model is characterized by the consecutive choice of a node depending on its intrinsic fitness. We derive an explicit expression for the degree distribution and find that the derived distribution reproduces that for actual data reasonably well.
2011-08-01
industries and key players providing equipment include Flow and OMAX. The decision tree for waterjet machining is shown in Figure 28. Figure 28...about the melt pool. Process parameters including powder flow , laser power, and scan speed are adjusted accordingly • Multiple materials o BD...project.eu.com/home/home_page_static.jsp o Working with multiple partners; one is Cochlear . Using LMD or SLM to fabricate cochlear implants with 10
Gouttebarge, Vincent; Aoki, Haruhito; Kerkhoffs, Gino
2015-01-01
To present time, scientific knowledge about symptoms of common mental disorders and adverse health behaviours among professional soccer players is lacking. Consequently, the aim of the study was to determine the prevalence of symptoms of common mental disorders (distress, anxiety/depression, sleep disturbance) and adverse health behaviours (adverse alcohol behaviour, smoking, adverse nutrition behaviour) among professional soccer players, and to explore their associations with potential stressors (severe injury, surgery, life events and career dissatisfaction). Cross-sectional analyses were conducted on baseline questionnaires from an ongoing prospective cohort study among male professional players. Using validated questionnaires to assess symptoms of common mental disorders and adverse health behaviours as well as stressors, an electronic questionnaire was set up and distributed by players’ unions in 11 countries from three continents. Prevalence of symptoms of common mental disorders and adverse health behaviours among professional soccer players ranged from 4% for smoking and 9% for adverse alcohol behaviour to 38% for anxiety/depression and 58% for adverse nutrition behaviour. Significant associations were found for a higher number of severe injuries with distress, anxiety/depression, sleeping disturbance and adverse alcohol behaviour, an increased number of life events with distress, sleeping disturbance, adverse alcohol behaviour and smoking, as well as an elevated level of career dissatisfaction with distress, anxiety/depression and adverse nutrition behaviour. Statistically significant correlations (p<0.01) were found for severe injuries and career dissatisfaction with most symptoms of common mental disorders. High prevalence of symptoms of common mental disorders and adverse health behaviours was found among professional players, confirming a previous pilot-study in a similar study population. PMID:26925182
García-López, David; Hernández-Sánchez, Sonsoles; Martín, Esperanza; Marín, Pedro J; Zarzosa, Fernando; Herrero, Azael J
2016-09-01
García-López, D, Hernández-Sánchez, S, Martín, E, Marín, PJ, Zarzosa, F, and Herrero, AJ. Free-weight augmentation with elastic bands improves bench press kinematics in professional rugby players. J Strength Cond Res 30(9): 2493-2499, 2016-This study aimed to investigate the effects of combining elastic bands to free weight resistance (EB + FWR) on the acceleration-deceleration and velocity profiles of the bench press in professional rugby players and recreationally trained subjects. Sixteen male subjects (8 rugby players and 8 recreationally trained subjects) were randomly assigned to complete 2 experimental conditions in a crossover fashion: EB + FWR and FWR. In both conditions, subjects performed 1 bench press set to volitional exhaustion with a load equivalent to the 85% of 1 repetition maximum (1RM). In the EB + FWR condition, the contribution of elastic resistance was approximately 20% of the selected load (85% 1RM). Results indicate that EB + FWR condition increased significantly the range of concentric movement in which the barbell is accelerated. This increase was significantly higher in rugby players (35%) in comparison with recreationally trained subjects (13%). Maximal velocity was also increased in EB + FWR (17%), when compared with FWR condition. These results suggest that when combined with variable resistance (i.e., EB), the external resistance seems to be more evenly distributed over the full range of motion, decreasing the need for dramatic deceleration at the end of the concentric phase. The present data also indicate that the kinematic benefits of an EB + FWR approach seems to be more prominent in athletes from modalities in which high level of strength and power are required (i.e., rugby players).
Sexual conflict arising from extrapair matings in birds.
Chaine, Alexis S; Montgomerie, Robert; Lyon, Bruce E
2015-01-20
The discovery that extrapair copulation (EPC) and extrapair paternity (EPP) are common in birds led to a paradigm shift in our understanding of the evolution of mating systems. The prevalence of extrapair matings in pair-bonded species sets the stage for sexual conflict, and a recent focus has been to consider how this conflict can shape variation in extrapair mating rates. Here, we invert the causal arrow and consider the consequences of extrapair matings for sexual conflict. Extrapair matings shift sexual conflict from a simple two-player (male vs. female) game to a game with three or more players, the nature of which we illustrate with simple diagrams that highlight the net costs and benefits of extrapair matings to each player. This approach helps identify the sorts of traits that might be under selection because of sexual conflict. Whether EPP is driven primarily by the extrapair male or the within-pair female profoundly influences which players are in conflict, but the overall pattern of conflict varies little among different mating systems. Different aspects of conflict are manifest at different stages of the breeding cycle and can be profitably considered as distinct episodes of selection caused by conflict. This perspective is illuminating both because conflict between specific players can change across episodes and because the traits that evolve to mediate conflict likely differ between episodes. Although EPP clearly leads to sexual conflict, we suggest that the link between sexual conflict and multiple paternity might be usefully understood by examining how deviations from lifetime sexual monogamy influence sexual conflict. Copyright © 2015 Cold Spring Harbor Laboratory Press; all rights reserved.
Sexual Conflict Arising from Extrapair Matings in Birds
Chaine, Alexis S.; Montgomerie, Robert; Lyon, Bruce E.
2015-01-01
The discovery that extrapair copulation (EPC) and extrapair paternity (EPP) are common in birds led to a paradigm shift in our understanding of the evolution of mating systems. The prevalence of extrapair matings in pair-bonded species sets the stage for sexual conflict, and a recent focus has been to consider how this conflict can shape variation in extrapair mating rates. Here, we invert the causal arrow and consider the consequences of extrapair matings for sexual conflict. Extrapair matings shift sexual conflict from a simple two-player (male vs. female) game to a game with three or more players, the nature of which we illustrate with simple diagrams that highlight the net costs and benefits of extrapair matings to each player. This approach helps identify the sorts of traits that might be under selection because of sexual conflict. Whether EPP is driven primarily by the extrapair male or the within-pair female profoundly influences which players are in conflict, but the overall pattern of conflict varies little among different mating systems. Different aspects of conflict are manifest at different stages of the breeding cycle and can be profitably considered as distinct episodes of selection caused by conflict. This perspective is illuminating both because conflict between specific players can change across episodes and because the traits that evolve to mediate conflict likely differ between episodes. Although EPP clearly leads to sexual conflict, we suggest that the link between sexual conflict and multiple paternity might be usefully understood by examining how deviations from lifetime sexual monogamy influence sexual conflict. PMID:25605708
Multiparametric MRI changes persist beyond recovery in concussed adolescent hockey players
Manning, Kathryn Y.; Schranz, Amy; Bartha, Robert; Dekaban, Gregory A.; Barreira, Christy; Brown, Arthur; Fischer, Lisa; Asem, Kevin; Doherty, Timothy J.; Fraser, Douglas D.; Holmes, Jeff
2017-01-01
Objective: To determine whether multiparametric MRI data can provide insight into the acute and long-lasting neuronal sequelae after a concussion in adolescent athletes. Methods: Players were recruited from Bantam hockey leagues in which body checking is first introduced (male, age 11–14 years). Clinical measures, diffusion metrics, resting-state network and region-to-region functional connectivity patterns, and magnetic resonance spectroscopy absolute metabolite concentrations were analyzed from an independent, age-matched control group of hockey players (n = 26) and longitudinally in concussed athletes within 24 to 72 hours (n = 17) and 3 months (n = 14) after a diagnosed concussion. Results: There were diffusion abnormalities within multiple white matter tracts, functional hyperconnectivity, and decreases in choline 3 months after concussion. Tract-specific spatial statistics revealed a large region along the superior longitudinal fasciculus with the largest decreases in diffusivity measures, which significantly correlated with clinical deficits. This region also spatially intersected with probabilistic tracts connecting cortical regions where we found acute functional connectivity changes. Hyperconnectivity patterns at 3 months after concussion were present only in players with relatively less severe clinical outcomes, higher choline concentrations, and diffusivity indicative of relatively less axonal disruption. Conclusions: Changes persisted well after players' clinical scores had returned to normal and they had been cleared to return to play. Ongoing white matter maturation may make adolescent athletes particularly vulnerable to brain injury, and they may require extended recovery periods. The consequences of early brain injury for ongoing brain development and risk of more serious conditions such as second impact syndrome or neural degenerative processes need to be elucidated. PMID:29070666
Visual tracking speed is related to basketball-specific measures of performance in NBA players.
Mangine, Gerald T; Hoffman, Jay R; Wells, Adam J; Gonzalez, Adam M; Rogowski, Joseph P; Townsend, Jeremy R; Jajtner, Adam R; Beyer, Kyle S; Bohner, Jonathan D; Pruna, Gabriel J; Fragala, Maren S; Stout, Jeffrey R
2014-09-01
The purpose of this study was to determine the relationship between visual tracking speed (VTS) and reaction time (RT) on basketball-specific measures of performance. Twelve professional basketball players were tested before the 2012-13 season. Visual tracking speed was obtained from 1 core session (20 trials) of the multiple object tracking test, whereas RT was measured by fixed- and variable-region choice reaction tests, using a light-based testing device. Performance in VTS and RT was compared with basketball-specific measures of performance (assists [AST]; turnovers [TO]; assist-to-turnover ratio [AST/TO]; steals [STL]) during the regular basketball season. All performance measures were reported per 100 minutes played. Performance differences between backcourt (guards; n = 5) and frontcourt (forward/centers; n = 7) positions were also examined. Relationships were most likely present between VTS and AST (r = 0.78; p < 0.003), STL (r = 0.77; p < 0.003), and AST/TO (r = 0.78; p < 0.003), whereas a likely relationship was also observed with TO (r = 0.49; p < 0.109). Reaction time was not related to any of the basketball-specific performance measures. Backcourt players were most likely to outperform frontcourt players in AST and very likely to do so for VTS, TO, and AST/TO. In conclusion, VTS seems to be related to a basketball player's ability to see and respond to various stimuli on the basketball court that results in more positive plays as reflected by greater number of AST and STL and lower turnovers.
Prevalence of Ulnar Collateral Ligament Surgery in Professional Baseball Players.
Conte, Stan A; Fleisig, Glenn S; Dines, Joshua S; Wilk, Kevin E; Aune, Kyle T; Patterson-Flynn, Nancy; ElAttrache, Neal
2015-07-01
While the high rate of ulnar collateral ligament (UCL) injuries in professional baseball is widely discussed in the media and medical literature, the actual prevalence of UCL reconstruction has not been documented. The prevalence of UCL reconstruction will be higher among pitchers than nonpitchers, and Major League Baseball (MLB) pitchers will have a higher prevalence than will minor league pitchers. Descriptive epidemiology study. An online questionnaire was distributed to all 30 MLB organizations. Certified athletic trainers from each team administered the questionnaire to all players in the organization, including major league players and 6 levels of minor league players. Demographic data were compared between major and minor league players. Continuous variables (age, years of professional baseball, country of origin, etc) were compared with Student t tests (P < .05). Categorical variables (level, position, etc) were compared using chi-square analysis (P < .05). A total of 5088 professional baseball players (722 major league and 4366 minor league) participated in the survey. Pitchers represented 53% of all players, and 497 players reported at least 1 UCL reconstruction, demonstrating a prevalence rate of 10% (497 of 5088). Pitchers reported a significantly higher prevalence of UCL reconstruction (16%; 437 of 2706) than nonpitchers (3%; 60 of 2382; P < .001). Among major league pitchers, 25% (96 of 382) had a history of UCL reconstruction, while minor league pitchers showed a 15% (341 of 2324) prevalence (P < .001). Major league pitchers were also significantly older (28.8 ± 3.9 years) than minor league pitchers (22.8 ± 3.0; P < .001). The majority of major leaguers (86%) had their UCL reconstruction as professional pitchers, whereas the majority of minor league pitchers (61%) underwent their UCL reconstruction during high school and college (P < .001). The rates of UCL revision, prior elbow surgery, prior shoulder surgery, and types of UCL graft were similar between the major league and minor league pitchers. No difference in prevalence was shown between pitchers born in the United States versus Latin American countries. Pitchers have a high prevalence of UCL reconstruction in professional baseball, with 25% of major league pitchers and 15% of minor league pitchers having a history of the surgery. © 2015 The Author(s).
Wong, Ricky H; Wong, Andrew K; Bailes, Julian E
2014-03-01
A growing body of research suggests that subconcussive head impacts or repetitive mild Traumatic Brain Injury (mTBI) can have cumulative and deleterious effects. Several studies have investigated head impacts in football at the professional, collegiate, and high school levels, in an attempt to elucidate the biomechanics of head impacts among football players. Youth football players, generally from 7 to 14 years of age, constitute 70% of all football players, yet burden of, and susceptibility to, head injury in this population is not well known. A novel impact sensor utilizing binary force switches (Shockbox(®)) was used to follow an entire Pop Warner football team consisting of twenty-two players for six games and five practices. The impact sensor was designed to record impacts with linear accelerations over 30g. In addition, video recording of games and practices were used to further characterize the head impacts by type of position (skilled versus unskilled), field location of impact (open field versus line of scrimmage), type of hit (tackling, tackled, or hold/push), and whether the impact was a head-to-head impact or not. We recorded a total of 480 head impacts. An average of 21.8 head impacts occurred per practice, while 61.8 occurred per game. Players had an average of 3.7 head impacts per game and 1.5 impacts per practice (p<0.001). The number of high magnitude head impacts (>80g) was 11. Two concussions were diagnosed over the course of the season. However, due to technical reasons the biomechanics of those hits resulting in concussions were not captured. Despite smaller players and slower play when compared to high school, collegiate or professional players, those involved in youth football sustain a moderate number of head impacts per season with several high magnitude impacts. Our results suggest that players involved in open-field, tackling plays that have head-to-head contact sustain impacts with the highest linear accelerations. Our data supports previously published data that suggests changes to the rules of play during practice can reduce the burden of hits. Copyright © 2013 Elsevier B.V. All rights reserved.
Characterizing the performance of XOR games and the Shannon capacity of graphs.
Ramanathan, Ravishankar; Kay, Alastair; Murta, Gláucia; Horodecki, Paweł
2014-12-12
In this Letter we give a set of necessary and sufficient conditions such that quantum players of a two-party XOR game cannot perform any better than classical players. With any such game, we associate a graph and examine its zero-error communication capacity. This allows us to specify a broad new class of graphs for which the Shannon capacity can be calculated. The conditions also enable the parametrization of new families of games that have no quantum advantage for arbitrary input probability distributions, up to certain symmetries. In the future, these might be used in information-theoretic studies on reproducing the set of quantum nonlocal correlations.
Kyriazi, Zacharoula; Lejano, Raul; Maes, Frank; Degraer, Steven
2017-02-01
Marine spatial allocation has become, in recent decades, a political flashpoint, fuelled by political power struggles, as well as the continuously increasing demand for marine space by both traditional and emerging marine uses. To effectively address this issue, we develop a decision-making procedure, that facilitates the distribution of disputed areas of specific size among heterogeneous players in a transparent and ethical way, while considering coalitional formations through coexistence. To do this, we model players' alternative strategies and payoffs within a cooperative game-theoretic framework. Depending on whether transferable utility (TU) or non-transferable utility (NTU) is the more appropriate assumption, we illustrate the use of the TU Shapley value and the Lejano's fixed point NTU Shapley value to solve for the ideal allocations. The applicability and effectiveness of the process has been tested in a case study area, the Dogger Bank Special Area of Conservation in the North Sea, which involves three totally or partially conflicting activities, i.e. fishing, nature conservation and wind farm development. The findings demonstrate that the process is capable of providing a unique, fair and equitable division of space Finally, among the two solution concepts proposed the fixed point NTU Shapley value manages to better address the heterogeneity of the players and thus to provide a more socially acceptable allocation that favours the weaker player, while demonstrating the importance of the monetary valuation attributed by each use to the area. Copyright © 2016 Elsevier Ltd. All rights reserved.
Hematological Profile and Martial Status in Rugby Players during Whole Body Cryostimulation
Lombardi, Giovanni; Lanteri, Patrizia; Porcelli, Simone; Mauri, Clara; Colombini, Alessandra; Grasso, Dalila; Zani, Viviana; Bonomi, Felice Giulio; Melegati, Gianluca; Banfi, Giuseppe
2013-01-01
Cold-based therapies are commonly applied to alleviate pain symptoms secondary to inflammatory diseases, but also to treat injuries or overuse, as done in sports rehabilitation. Whole body cryotherapy, a relatively new form of cold therapy, consists of short whole-body exposure to extremely cold air (−110°C to −140°C). Cryostimulation is gaining wider acceptance as an effective part of physical therapy to accelerate muscle recovery in rugby players. The aim of this study was to evaluate the effect of repeated cryostimulation sessions on the hematological profile and martial status markers in professional rugby players. Twenty-seven professional rugby players received 2 daily cryostimulation treatments for 7 consecutive days. Blood samples were collected before and after administration of the cryotherapic protocol and hematological profiles were obtained. No changes in the leukocyte count or composition were seen. There was a decrease in the values for erythrocytes, hematocrit, hemoglobin and mean corpuscular hemoglobin content, and an increase in mean corpuscular volume and red cell distribution width. Platelet count and mean volume remained unchanged. Serum transferrin and ferritin decreased, while soluble transferrin receptor increased. Serum iron and transferrin saturation were unchanged, as was reticulocyte count, whereas the immature reticulocyte fraction decreased substantially. In conclusion, in this sample of professional rugby players, cryostimulation modified the hematological profile, with a reduction in erythrocyte count and hemoglobinization paralleled by a change in martial status markers. PMID:23383348
Janot, Jeffrey M; Beltz, Nicholas M; Dalleck, Lance D
2015-09-01
The purpose of this study was to determine if off-ice performance variables could predict on-ice skating performance in Division III collegiate hockey players. Both men (n = 15) and women (n = 11) hockey players (age = 20.5 ± 1.4 years) participated in the study. The skating tests were agility cornering S-turn, 6.10 m acceleration, 44.80 m speed, modified repeat skate, and 15.20 m full speed. Off-ice variables assessed were years of playing experience, height, weight and percent body fat and off-ice performance variables included vertical jump (VJ), 40-yd dash (36.58m), 1-RM squat, pro-agility, Wingate peak power and peak power percentage drop (% drop), and 1.5 mile (2.4km) run. Results indicated that 40-yd dash (36.58m), VJ, 1.5 mile (2.4km) run, and % drop were significant predictors of skating performance for repeat skate (slowest, fastest, and average time) and 44.80 m speed time, respectively. Four predictive equations were derived from multiple regression analyses: 1) slowest repeat skate time = 2.362 + (1.68 x 40-yd dash time) + (0.005 x 1.5 mile run), 2) fastest repeat skate time = 9.762 - (0.089 x VJ) - (0.998 x 40-yd dash time), 3) average repeat skate time = 7.770 + (1.041 x 40-yd dash time) - (0.63 x VJ) + (0.003 x 1.5 mile time), and 4) 47.85 m speed test = 7.707 - (0.050 x VJ) - (0.01 x % drop). It was concluded that selected off-ice tests could be used to predict on-ice performance regarding speed and recovery ability in Division III male and female hockey players. Key pointsThe 40-yd dash (36.58m) and vertical jump tests are significant predictors of on-ice skating performance specific to speed.In addition to 40-yd dash and vertical jump, the 1.5 mile (2.4km) run for time and percent power drop from the Wingate anaerobic power test were also significant predictors of skating performance that incorporates the aspect of recovery from skating activity.Due to the specificity of selected off-ice variables as predictors of on-ice performance, coaches can elect to assess player performance off-ice and focus on other uses of valuable ice time for their individual teams.
Converting laserdisc video to digital video: a demonstration project using brain animations.
Jao, C S; Hier, D B; Brint, S U
1995-01-01
Interactive laserdiscs are of limited value in large group learning situations due to the expense of establishing multiple workstations. The authors implemented an alternative to laserdisc video by using indexed digital video combined with an expert system. High-quality video was captured from a laserdisc player and combined with waveform audio into an audio-video-interleave (AVI) file format in the Microsoft Video-for-Windows environment (Microsoft Corp., Seattle, WA). With the use of an expert system, a knowledge-based computer program provided random access to these indexed AVI files. The program can be played on any multimedia computer without the need for laserdiscs. This system offers a high level of interactive video without the overhead and cost of a laserdisc player.
Rigidity of the magic pentagram game
NASA Astrophysics Data System (ADS)
Kalev, Amir; Miller, Carl A.
2018-01-01
A game is rigid if a near-optimal score guarantees, under the sole assumption of the validity of quantum mechanics, that the players are using an approximately unique quantum strategy. Rigidity has a vital role in quantum cryptography as it permits a strictly classical user to trust behavior in the quantum realm. This property can be traced back as far as 1998 (Mayers and Yao) and has been proved for multiple classes of games. In this paper we prove ridigity for the magic pentagram game, a simple binary constraint satisfaction game involving two players, five clauses and ten variables. We show that all near-optimal strategies for the pentagram game are approximately equivalent to a unique strategy involving real Pauli measurements on three maximally-entangled qubit pairs.
Rigidity of the magic pentagram game.
Kalev, Amir; Miller, Carl A
2018-01-01
A game is rigid if a near-optimal score guarantees, under the sole assumption of the validity of quantum mechanics, that the players are using an approximately unique quantum strategy. Rigidity has a vital role in quantum cryptography as it permits a strictly classical user to trust behavior in the quantum realm. This property can be traced back as far as 1998 (Mayers and Yao) and has been proved for multiple classes of games. In this paper we prove ridigity for the magic pentagram game, a simple binary constraint satisfaction game involving two players, five clauses and ten variables. We show that all near-optimal strategies for the pentagram game are approximately equivalent to a unique strategy involving real Pauli measurements on three maximally-entangled qubit pairs.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Minjarez-Sosa, J. Adolfo, E-mail: aminjare@gauss.mat.uson.mx; Luque-Vasquez, Fernando
This paper deals with two person zero-sum semi-Markov games with a possibly unbounded payoff function, under a discounted payoff criterion. Assuming that the distribution of the holding times H is unknown for one of the players, we combine suitable methods of statistical estimation of H with control procedures to construct an asymptotically discount optimal pair of strategies.
Playing spades: The rich resources of African American young men
NASA Astrophysics Data System (ADS)
Schademan, Alfred R.
Research has shown that African American young men as a demographic group occupy the lowest levels of academic performance in both science and mathematics. In spite of this educational problem, little research has been conducted on the knowledge related to these disciplines that these young men learn and develop through everyday cultural practices. Such knowledge is needed in order to: (1) combat the deficit views that many teachers currently hold of African American young men, and (2) inform teachers interested in implementing pedagogies in their classrooms that draw upon the knowledge of African American young men. To add to our knowledge in this field, this study examines the resources that African American young men learn, use, and develop through a card game called Spades. Specifically, the study identifies and analyzes the models and model-based reasoning that the players use in order to win games. The study focuses upon modeling as it is central to both science and mathematics. To imbed player models and reasoning in context, the study employs a syncretic theoretical framework that examines how Spades has changed over time and how it is currently played in a high school setting. The qualitative study uses ethnographic methods combined with play-by-play analyses to reconstruct games and examine player strategies and reasoning that guide their decisions. The study found that the players operate from a number of different models while playing the game. Specifically, the players consider multiple variables and factors, as well as their mathematical relationships, to predict future occurrences and then play cards accordingly. Further, the players use a number of resources to win games including changing the game to maintain a competitive edge, counting cards, selectively memorizing cards played, assessing risk, bluffing, reading partners as well as opponents, reneging, estimating probabilities, and predicting outcomes. The player models and resources bear striking resemblance to what scientists and mathematicians do when modeling. Lastly, the study identifies eight features of Spades that make it a rich context for the learning and development of significant forms of reasoning. Most importantly, Spades is an empowering context through which the players both learn and display their resources and abilities in order to deal with complex situations. Consequently, the study provides evidence that many African American young men routinely employ types of reasoning in everyday practices that are robust and relevant to science and mathematics.
Krolikowski, Maciej P; Black, Amanda M; Palacios-Derflingher, Luz; Blake, Tracy A; Schneider, Kathryn J; Emery, Carolyn A
2017-02-01
Ice hockey is a popular winter sport in Canada. Concussions account for the greatest proportion of all injuries in youth ice hockey. In 2011, a policy change enforcing "zero tolerance for head contact" was implemented in all leagues in Canada. To determine if the risk of game-related concussions and more severe concussions (ie, resulting in >10 days of time loss) and the mechanisms of a concussion differed for Pee Wee class (ages 11-12 years) and Bantam class (ages 13-14 years) players after the 2011 "zero tolerance for head contact" policy change compared with players in similar divisions before the policy change. Cohort study; Level of evidence, 3. The retrospective cohort included Pee Wee (most elite 70%, 2007-2008; n = 891) and Bantam (most elite 30%, 2008-2009; n = 378) players before the rule change and Pee Wee (2011-2012; n = 588) and Bantam (2011-2012; n = 242) players in the same levels of play after the policy change. Suspected concussions were identified by a team designate and referred to a sport medicine physician for diagnosis. Incidence rate ratios (IRRs) were estimated based on multiple Poisson regression analysis, controlling for clustering by team and other important covariates and offset by game-exposure hours. Incidence rates based on the mechanisms of a concussion were estimated based on univariate Poisson regression analysis. The risk of game-related concussions increased after the head contact rule in Pee Wee (IRR, 1.85; 95% CI, 1.20-2.86) and Bantam (IRR, 2.48; 95% CI, 1.17-5.24) players. The risk of more severe concussions increased after the head contact rule in Pee Wee (IRR, 4.12; 95% CI, 2.00-8.50) and Bantam (IRR, 7.91; 95% CI, 3.13-19.94) players. The rates of concussions due to body checking and direct head contact increased after the rule change. The "zero tolerance for head contact" policy change did not reduce the risk of game-related concussions in Pee Wee or Bantam class ice hockey players. Increased concussion awareness and education after the policy change may have contributed to the increased risk of concussions found after the policy change.
USDA-ARS?s Scientific Manuscript database
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specifi...
Building Connections between a Cultural Practice and Modeling in Science Education
ERIC Educational Resources Information Center
Schademan, Alfred R.
2015-01-01
The purpose of this study is to examine the kinds of reasoning that African American young men learn and develop when playing Spades, a common cultural practice in African American communities. The qualitative study found that the Spades players routinely consider multiple variables and their mathematical relationships when making decisions. The…
Asynchronous spatial evolutionary games.
Newth, David; Cornforth, David
2009-02-01
Over the past 50 years, much attention has been given to the Prisoner's Dilemma as a metaphor for problems surrounding the evolution and maintenance of cooperative and altruistic behavior. The bulk of this work has dealt with the successfulness and robustness of various strategies. Nowak and May (1992) considered an alternative approach to studying evolutionary games. They assumed that players were distributed across a two-dimensional (2D) lattice, interactions between players occurred locally, rather than at long range as in the well mixed situation. The resulting spatial evolutionary games display dynamics not seen in their well-mixed counterparts. An assumption underlying much of the work on spatial evolutionary games is that the state of all players is updated in unison or in synchrony. Using the framework outlined in Nowak and May (1992), we examine the effect of various asynchronous updating schemes on the dynamics of spatial evolutionary games. There are potential implications for the dynamics of a wide variety of spatially extended systems in biology, physics and chemistry.
Basketball Teams as Strategic Networks
Fewell, Jennifer H.; Armbruster, Dieter; Ingraham, John; Petersen, Alexander; Waters, James S.
2012-01-01
We asked how team dynamics can be captured in relation to function by considering games in the first round of the NBA 2010 play-offs as networks. Defining players as nodes and ball movements as links, we analyzed the network properties of degree centrality, clustering, entropy and flow centrality across teams and positions, to characterize the game from a network perspective and to determine whether we can assess differences in team offensive strategy by their network properties. The compiled network structure across teams reflected a fundamental attribute of basketball strategy. They primarily showed a centralized ball distribution pattern with the point guard in a leadership role. However, individual play-off teams showed variation in their relative involvement of other players/positions in ball distribution, reflected quantitatively by differences in clustering and degree centrality. We also characterized two potential alternate offensive strategies by associated variation in network structure: (1) whether teams consistently moved the ball towards their shooting specialists, measured as “uphill/downhill” flux, and (2) whether they distributed the ball in a way that reduced predictability, measured as team entropy. These network metrics quantified different aspects of team strategy, with no single metric wholly predictive of success. However, in the context of the 2010 play-offs, the values of clustering (connectedness across players) and network entropy (unpredictability of ball movement) had the most consistent association with team advancement. Our analyses demonstrate the utility of network approaches in quantifying team strategy and show that testable hypotheses can be evaluated using this approach. These analyses also highlight the richness of basketball networks as a dataset for exploring the relationships between network structure and dynamics with team organization and effectiveness. PMID:23139744
Basketball teams as strategic networks.
Fewell, Jennifer H; Armbruster, Dieter; Ingraham, John; Petersen, Alexander; Waters, James S
2012-01-01
We asked how team dynamics can be captured in relation to function by considering games in the first round of the NBA 2010 play-offs as networks. Defining players as nodes and ball movements as links, we analyzed the network properties of degree centrality, clustering, entropy and flow centrality across teams and positions, to characterize the game from a network perspective and to determine whether we can assess differences in team offensive strategy by their network properties. The compiled network structure across teams reflected a fundamental attribute of basketball strategy. They primarily showed a centralized ball distribution pattern with the point guard in a leadership role. However, individual play-off teams showed variation in their relative involvement of other players/positions in ball distribution, reflected quantitatively by differences in clustering and degree centrality. We also characterized two potential alternate offensive strategies by associated variation in network structure: (1) whether teams consistently moved the ball towards their shooting specialists, measured as "uphill/downhill" flux, and (2) whether they distributed the ball in a way that reduced predictability, measured as team entropy. These network metrics quantified different aspects of team strategy, with no single metric wholly predictive of success. However, in the context of the 2010 play-offs, the values of clustering (connectedness across players) and network entropy (unpredictability of ball movement) had the most consistent association with team advancement. Our analyses demonstrate the utility of network approaches in quantifying team strategy and show that testable hypotheses can be evaluated using this approach. These analyses also highlight the richness of basketball networks as a dataset for exploring the relationships between network structure and dynamics with team organization and effectiveness.
Hamstring Injuries in Professional Football Players
Cohen, Steven B.; Towers, Jeffrey D.; Zoga, Adam; Irrgang, Jay J.; Makda, Junaid; Deluca, Peter F.; Bradley, James P.
2011-01-01
Background: Magnetic resonance imaging (MRI) allows for detailed evaluation of hamstring injuries; however, there is no classification that allows prediction of return to play. Purpose: To correlate time for return to play in professional football players with MRI findings after acute hamstring strains and to create an MRI scoring scale predictive of return to sports. Study Design: Descriptive epidemiologic study. Methods: Thirty-eight professional football players (43 cases) sustained acute hamstring strains with MRI evaluation. Records were retrospectively reviewed, and MRIs were evaluated by 2 musculoskeletal radiologists, graded with a traditional radiologic grade, and scored with a new MRI score. Results were correlated with games missed. Results: Players missed 2.6 ± 3.1 games. Based on MRI, the hamstring injury involved the biceps femoris long head in 34 cases and the proximal and distal hamstrings in 25 and 22 cases, respectively. When < 50% of the muscle was involved, the average number of games missed was 1.8; if > 75%, then 3.2. Ten players had retraction, missing 5.5 games. By MRI, grade I injuries yielded an average of 1.1 missed games; grade II, 1.7; and grade III, 6.4. Players who missed 0 or 1 game had an MRI score of 8.2; 2 or 3 games, 11.1; and 4 or more games, 13.9. Conclusions: Rapid return to play (< 1 week) occurred with isolated long head of biceps femoris injures with < 50% of involvement and minimal perimuscular edema, correlating to grade I radiologic strain (MRI score < 10). Prolonged recovery (missing > 2 or 3 games) occurs with multiple muscle injury, injuries distal to musculotendinous junction, short head of biceps injury, > 75% involvement, retraction, circumferential edema, and grade III radiologic strain (MRI score > 15). Clinical Relevance: MRI grade and this new MRI score are useful in determining severity of injury and games missed—and, ideally, predicting time missed from sports. PMID:23016038
Professional golfers' hips: prevalence and predictors of hip pain with clinical and MR examinations.
Dickenson, Edward; Ahmed, Imran; Fernandez, Miguel; O'Connor, Philip; Robinson, Philip; Campbell, Robert; Murray, Andrew; Warner, Martin; Hutchinson, Charles; Hawkes, Roger; Griffin, Damian
2016-09-01
This study aimed to determine the prevalence of hip pain in professional golfers, comparing the lead (left hip in right-handed golfer) and trail hips, and to establish what player characteristics predicted hip symptoms. Male elite professional golf players were invited to complete questionnaires and undergo clinical and MR examinations while attending the Scottish Hydro Challenge 2015. Questionnaires determined player demographics, self-reported hip pain and an International Hip Outcome Tool 12 (iHOT12) score (hip-related quality of life). Clinical examinations determined hip range of motion and the presence of a positive impingement test. MR scans determined the presence of labral pathology and player hip morphology with measures of α angle (cam), acetabular depth (pincer) and femoral neck antetorsion. A total of 109 (70% of tournament field) of players completed questionnaires, 73 (47%) underwent clinical examination and 55 (35%) underwent MR examination. 19.3% of players reported of hip pain. 11.9% of lead and 9.1% of trail hips were painful (p=0.378), iHOT12 scores were lower in the lead (94.1) compared to the trail hip (95.3) (p=0.007). Stepwise multiple linear regression modelling was able to predict 20.7% of the variance in iHOT12 scores with mean α angles between 12 and 3 o'clock, and increasing age-significant variables (R(2)=0.207, p<0.001; β=-0.502, p<0.001 and β=-0.399, p=0.031, respectively). 19.3% of male professional golfers reported hip pain. The presence of an increasing α angle and increasing age were significant predictors of reduced hip-related quality of life. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/
Seasonal Changes in Soccer Players' Body Composition and Dietary Intake Practices.
Devlin, Brooke L; Kingsley, Michael; Leveritt, Michael D; Belski, Regina
2017-12-01
Devlin, BL, Kingsley, M, Leveritt, MD, and Belski, R. Seasonal changes in soccer players' body composition and dietary intake practices. J Strength Cond Res 31(12): 3319-3326, 2017-The aims of this study were 2-fold: to determine seasonal changes in dietary intake and body composition in elite soccer players and to evaluate the influence of self-determined individual body composition goals on dietary intake and body composition. This longitudinal, observational study assessed body composition (total mass, fat-free soft tissue mass, and fat mass) using dual-energy x-ray absorptiometry and dietary intake (energy and macronutrients) via multiple-pass 24-hour recalls, at 4 time points over a competitive season in elite soccer players from one professional club in the Australian A-League competition. Self-reported body composition goals were also recorded. Eighteen elite male soccer players took part (25 ± 5 years, 180.5 ± 7.4 cm, 75.6 ± 6.5 kg). Majority (≥67%) reported the goal to maintain weight. Fat-free soft tissue mass increased from the start of preseason (55,278 ± 5,475 g) to the start of competitive season (56,784 ± 5,168 g; p < 0.001), and these gains were maintained until the end of the season. Fat mass decreased over the preseason period (10,072 ± 2,493 g to 8,712 ± 1,432 g; p < 0.001), but increased during the latter part of the competitive season. Dietary intake practices on training days were consistent over time and low compared with sport nutrition recommendations. The self-reported body composition goals did not strongly influence dietary intake practices or changes in body composition. This study has demonstrated that body composition changes over the course of a soccer season are subtle in elite soccer players despite relatively low self-reported intake of energy and carbohydrate.
The psycho-hormonal influence of anaerobic fatigue on semi-professional female soccer players.
Broodryk, Adéle; Pienaar, Cindy; Edwards, David; Sparks, Martinique
2017-10-15
Globally it is assumed that high-intensity activities are the general cause of fatigue experienced during a soccer match. However, little is known about the hormonal and psychological effects of fatigue due to these activities on semi-professional female soccer players. Forty-seven female players (22.0±2.7y) from a tertiary education institution volunteered for the study. Their cortisol values (saliva sample), anxiety [Spielberger State-trait anxiety inventory questionnaire (STAI)] and mood scores [Incredible Short Profile of Mood states questionnaire (ISP)] were taken an hour and immediately prior to, and 15min after an anaerobic fatiguing test (AFT). During the AFT, subjects completed a 5-m multiple shuttle run test and their HR max , blood lactate (BLa - ) and rate of perceived exertion (RPE) taken afterwards. Anxiety scores were divided into three categories and mood scores into the Total Mood Disturbances (TMD) and six subscales. The results indicated an increase in cortisol, psychological fatigue and TMD from baseline and/or pre- to post-AFT (p<0.05). Vigour and confusion decreased from baseline and/or pre- to post-AFT (p<0.05). A relationship was seen between state-anxiety and TMD (r≥0.63, p<0.05) at all three time points, as well as between state-anxiety and HR max (r=0.37, p=0.03). Cortisol and RPE (r=-0.34, p=0.03) demonstrated a correlation post-AFT. This is the first study to evaluate the effects of anaerobic fatigue on the hormonal and psychological states of female soccer players. The results suggest that an AFT can be perceived as a physiological and psychological stressor by female players, hence has the ability to influence performance. Altering a player's awareness and anaerobic fitness level might therefore influence both the hormonal and psychological consequences of the stressor, subsequently reducing the experience of fatigue and thereby enhancing performance. Copyright © 2017 Elsevier Inc. All rights reserved.
McCormick, Brian T; Hannon, James C; Newton, Maria; Shultz, Barry; Detling, Nicole; Young, Warren B
2016-01-01
Plyometrics is a popular training modality for basketball players to improve power and change-of-direction speed. Most plyometric training has used sagittal-plane exercises, but improvements in change-of-direction speed have been greater in multi-direction programs. To determine the benefits of a 6-wk frontal-plane plyometric (FPP) training program compared with a 6-wk sagittal-plane plyometric (SPP) training program with regard to power and change-of-direction speed. Fourteen female varsity high school basketball players participated in the study. Multiple 2 × 2 repeated-measures ANOVAs were used to determine differences for the FPP and SPP groups from preintervention to postintervention on 4 tests of power and 2 tests of change-of-direction speed. There was a group main effect for time in all 6 tests. There was a significant group × time interaction effect in 3 of the 6 tests. The SPP improved performance of the countermovement vertical jump more than the FPP, whereas the FPP improved performance of the lateral hop (left) and lateral-shuffle test (left) more than the SPP. The standing long jump, lateral hop (right), and lateral-shuffle test (right) did not show a significant interaction effect. These results suggest that basketball players should incorporate plyometric training in all planes to improve power and change-of-direction speed.
Fältström, A; Hägglund, M; Kvist, J
2016-11-01
This study investigated whether player-related factors (demographic, personality, or psychological factors) or the characteristics of the anterior cruciate ligament (ACL) injury were associated with the return to playing football in females after ACL reconstruction (ACLR). We also compared current knee function, knee related quality of life and readiness to return to sport between females who returned to football and those who had not returned. Females who sustained a primary ACL rupture while playing football and underwent ACLR 6-36 months ago were eligible. Of the 460 contacted, 274 (60%) completed a battery of questionnaires, and 182 were included a median of 18 months (IQR 13) after ACLR. Of these, 94 (52%) returned to football and were currently playing, and 88 (48%) had not returned. Multiple logistic regression analysis identified two factors associated with returning to football: short time between injury and ACLR (0-3 months, OR 5.6; 3-12 months OR 4.7 vs reference group > 12 months) and high motivation. Current players showed higher ratings for current knee function, knee-related quality of life, and psychological readiness to return to sport (P < 0.001). Undergoing ACLR sooner after injury and high motivation to return to sports may impact a player's return to football after ACLR. © 2015 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.
Orysiak, Joanna; Mazur-Rozycka, Joanna; Fitzgerald, John; Starczewski, Michal; Malczewska-Lenczowska, Jadwiga
2018-01-01
Objectives The aim was to examine the association between serum vitamin D concentration and isometric strength of various muscle groups, vertical jump performance, and repeated sprint ability in young ice hockey players. The secondary aim was to determine the association between vitamin D deficiency and indices of iron status. Methods Fifty male ice hockey players (17.2±0.9 years) participated in this cross-sectional study. Exercise performance was evaluated using isometric strength measures of upper and lower extremities, vertical jump performance and repeated sprint ability (RSA). Blood samples were collected for the determination of serum 25-hydroxyvitamin D (25(OH)D) and multiple indicies of iron status. Results The mean serum 25(OH)D concentration was 30.4 ng·ml-1 and ranged from 12.5 to 91.4 ng·ml-1. Eleven participants (22%) had vitamin D deficiency and 20 athletes (40%) had vitamin D insufficiency. Serum 25(OH)D concentration was not positively correlated with isometric muscle strength, vertical jump performance, or RSA after adjusting for age, training experience, fat mass, fat free mass and height. Serum 25(OH)D concentration was not associated with indices of iron status. Conclusion Vitamin D insufficiency is highly prevalent in ice hockey players, but 25(OH)D concentration but it is not associated with exercise performance or indices of iron status. PMID:29630669
“I Went to a Fight the Other Night and a Hockey Game Broke Out”
Goldschmied, Nadav; Espindola, Samantha
2013-01-01
Background: The current study explored the relationship between fighting behavior and passage of time, across games and seasons, in an attempt to assess if violent behavior in hockey is impulsive or intentional. Hypothesis: Before engaging in fighting behavior, players assess the utility of their actions and thus will fight less when the game is on the line (third period) and when champions are crowned (postseason). Methods: An archival exploration utilizing open access databases from multiple Internet sources. Results: During the 2010-2011 National Hockey League (NHL) season, players were significantly less likely to be involved in a fight as the game was coming to a close than in its early stages. In addition, data from the past 10 NHL seasons showed that players were significantly more violent in preseason games than during the regular season. They were also least likely to be involved in a fight during the postseason. Conclusion: The converging evidence suggests that players take into account the penalties associated with fighting and are less likely to engage in violence when the stakes are high, such as at the end of a game or a season. This implies, in turn, that major acts of aggression in the league are more likely to be calculated rather than impulsive. The findings suggest that a more punitive system should diminish fighting behavior markedly. PMID:24427418
The discovery of the prokaryotic cytoskeleton: 25th anniversary.
Erickson, Harold P
2017-02-01
The year 2017 marks the 25th anniversary of the discovery of homologues of tubulin and actin in prokaryotes. Before 1992, it was largely accepted that tubulin and actin were unique to eukaryotes. Then three laboratories independently discovered that FtsZ, a protein already known as a key player in bacterial cytokinesis, had the "tubulin signature sequence" present in all α-, β-, and γ-tubulins. That same year, three candidates for bacterial actins were discovered in silico. X-ray crystal structures have since confirmed multiple bacterial proteins to be homologues of eukaryotic tubulin and actin. Tubulin and actin were apparently derived from bacterial precursors that had already evolved a wide range of cytoskeletal functions. © 2017 Erickson. This article is distributed by The American Society for Cell Biology under license from the author(s). Two months after publication it is available to the public under an Attribution–Noncommercial–Share Alike 3.0 Unported Creative Commons License (http://creativecommons.org/licenses/by-nc-sa/3.0).
Role of TRP ion channels in cancer and tumorigenesis.
Shapovalov, George; Ritaine, Abigael; Skryma, Roman; Prevarskaya, Natalia
2016-05-01
Transient receptor potential (TRP) channels are recently identified proteins that form a versatile family of ion channels, the majority of which are calcium permeable and exhibit complex regulatory patterns with sensitivity to multiple environmental factors. While this sensitivity has captured early attention, leading to recognition of TRP channels as environmental and chemical sensors, many later studies concentrated on the regulation of intracellular calcium by TRP channels. Due to mutations, dysregulation of ion channel gating or expression levels, normal spatiotemporal patterns of local Ca(2+) distribution become distorted. This causes deregulation of downstream effectors sensitive to changes in Ca(2+) homeostasis that, in turn, promotes pathophysiological cancer hallmarks, such as enhanced survival, proliferation and invasion. These observations give rise to the appreciation of the important contributions that TRP channels make to many cellular processes controlling cell fate and positioning these channels as important players in cancer regulation. This review discusses the accumulated scientific knowledge focused on TRP channel involvement in regulation of cell fate in various transformed tissues.
Optimizing Cellular Networks Enabled with Renewal Energy via Strategic Learning.
Sohn, Insoo; Liu, Huaping; Ansari, Nirwan
2015-01-01
An important issue in the cellular industry is the rising energy cost and carbon footprint due to the rapid expansion of the cellular infrastructure. Greening cellular networks has thus attracted attention. Among the promising green cellular network techniques, the renewable energy-powered cellular network has drawn increasing attention as a critical element towards reducing carbon emissions due to massive energy consumption in the base stations deployed in cellular networks. Game theory is a branch of mathematics that is used to evaluate and optimize systems with multiple players with conflicting objectives and has been successfully used to solve various problems in cellular networks. In this paper, we model the green energy utilization and power consumption optimization problem of a green cellular network as a pilot power selection strategic game and propose a novel distributed algorithm based on a strategic learning method. The simulation results indicate that the proposed algorithm achieves correlated equilibrium of the pilot power selection game, resulting in optimum green energy utilization and power consumption reduction.
Mutualism and evolutionary multiplayer games: revisiting the Red King.
Gokhale, Chaitanya S; Traulsen, Arne
2012-11-22
Coevolution of two species is typically thought to favour the evolution of faster evolutionary rates helping a species keep ahead in the Red Queen race, where 'it takes all the running you can do to stay where you are'. In contrast, if species are in a mutualistic relationship, it was proposed that the Red King effect may act, where it can be beneficial to evolve slower than the mutualistic species. The Red King hypothesis proposes that the species which evolves slower can gain a larger share of the benefits. However, the interactions between the two species may involve multiple individuals. To analyse such a situation, we resort to evolutionary multiplayer games. Even in situations where evolving slower is beneficial in a two-player setting, faster evolution may be favoured in a multiplayer setting. The underlying features of multiplayer games can be crucial for the distribution of benefits. They also suggest a link between the evolution of the rate of evolution and group size.
Operating a production pilot factory serving several scientific domains
NASA Astrophysics Data System (ADS)
Sfiligoi, I.; Würthwein, F.; Andrews, W.; Dost, J. M.; MacNeill, I.; McCrea, A.; Sheripon, E.; Murphy, C. W.
2011-12-01
Pilot infrastructures are becoming prominent players in the Grid environment. One of the major advantages is represented by the reduced effort required by the user communities (also known as Virtual Organizations or VOs) due to the outsourcing of the Grid interfacing services, i.e. the pilot factory, to Grid experts. One such pilot factory, based on the glideinWMS pilot infrastructure, is being operated by the Open Science Grid at University of California San Diego (UCSD). This pilot factory is serving multiple VOs from several scientific domains. Currently the three major clients are the analysis operations of the HEP experiment CMS, the community VO HCC, which serves mostly math, biology and computer science users, and the structural biology VO NEBioGrid. The UCSD glidein factory allows the served VOs to use Grid resources distributed over 150 sites in North and South America, in Europe, and in Asia. This paper presents the steps taken to create a production quality pilot factory, together with the challenges encountered along the road.
Lim, Sung-joo; Holt, Lori L
2011-01-01
Although speech categories are defined by multiple acoustic dimensions, some are perceptually weighted more than others and there are residual effects of native-language weightings in non-native speech perception. Recent research on nonlinguistic sound category learning suggests that the distribution characteristics of experienced sounds influence perceptual cue weights: Increasing variability across a dimension leads listeners to rely upon it less in subsequent category learning (Holt & Lotto, 2006). The present experiment investigated the implications of this among native Japanese learning English /r/-/l/ categories. Training was accomplished using a videogame paradigm that emphasizes associations among sound categories, visual information, and players' responses to videogame characters rather than overt categorization or explicit feedback. Subjects who played the game for 2.5h across 5 days exhibited improvements in /r/-/l/ perception on par with 2-4 weeks of explicit categorization training in previous research and exhibited a shift toward more native-like perceptual cue weights. Copyright © 2011 Cognitive Science Society, Inc.
Graph Design via Convex Optimization: Online and Distributed Perspectives
NASA Astrophysics Data System (ADS)
Meng, De
Network and graph have long been natural abstraction of relations in a variety of applications, e.g. transportation, power system, social network, communication, electrical circuit, etc. As a large number of computation and optimization problems are naturally defined on graphs, graph structures not only enable important properties of these problems, but also leads to highly efficient distributed and online algorithms. For example, graph separability enables the parallelism for computation and operation as well as limits the size of local problems. More interestingly, graphs can be defined and constructed in order to take best advantage of those problem properties. This dissertation focuses on graph structure and design in newly proposed optimization problems, which establish a bridge between graph properties and optimization problem properties. We first study a new optimization problem called Geodesic Distance Maximization Problem (GDMP). Given a graph with fixed edge weights, finding the shortest path, also known as the geodesic, between two nodes is a well-studied network flow problem. We introduce the Geodesic Distance Maximization Problem (GDMP): the problem of finding the edge weights that maximize the length of the geodesic subject to convex constraints on the weights. We show that GDMP is a convex optimization problem for a wide class of flow costs, and provide a physical interpretation using the dual. We present applications of the GDMP in various fields, including optical lens design, network interdiction, and resource allocation in the control of forest fires. We develop an Alternating Direction Method of Multipliers (ADMM) by exploiting specific problem structures to solve large-scale GDMP, and demonstrate its effectiveness in numerical examples. We then turn our attention to distributed optimization on graph with only local communication. Distributed optimization arises in a variety of applications, e.g. distributed tracking and localization, estimation problems in sensor networks, multi-agent coordination. Distributed optimization aims to optimize a global objective function formed by summation of coupled local functions over a graph via only local communication and computation. We developed a weighted proximal ADMM for distributed optimization using graph structure. This fully distributed, single-loop algorithm allows simultaneous updates and can be viewed as a generalization of existing algorithms. More importantly, we achieve faster convergence by jointly designing graph weights and algorithm parameters. Finally, we propose a new problem on networks called Online Network Formation Problem: starting with a base graph and a set of candidate edges, at each round of the game, player one first chooses a candidate edge and reveals it to player two, then player two decides whether to accept it; player two can only accept limited number of edges and make online decisions with the goal to achieve the best properties of the synthesized network. The network properties considered include the number of spanning trees, algebraic connectivity and total effective resistance. These network formation games arise in a variety of cooperative multiagent systems. We propose a primal-dual algorithm framework for the general online network formation game, and analyze the algorithm performance by the competitive ratio and regret.
Identifying risk event in Indonesian fresh meat supply chain
NASA Astrophysics Data System (ADS)
Wahyuni, H. C.; Vanany, I.; Ciptomulyono, U.
2018-04-01
The aim of this paper is to identify risk issues in Indonesian fresh meat supply chain from the farm until to the “plate”. The critical points for food safety in physical fresh meat product flow are also identified. The paper employed one case study in the Indonesian fresh meat company by conducting observations and in-depth three stages of interviews. At the first interview, the players, process, and activities in the fresh meat industry were identified. In the second interview, critical points for food safety were recognized. The risk events in each player and process were identified in the last interview. The research will be conducted in three stages, but this article focuses on risk identification process (first stage) only. The second stage is measuring risk and the third stage focuses on determining the value of risk priority. The results showed that there were four players in the fresh meat supply chain: livestock (source), slaughter (make), distributor and retail (deliver). Each player has different activities and identified 16 risk events in the fresh meat supply chain. Some of the strategies that can be used to reduce the occurrence of such risks include improving the ability of laborers on food safety systems, improving cutting equipment and distribution processes
Gouttebarge, Vincent; Hopley, Phil; Kerkhoffs, Gino; Verhagen, Evert; Viljoen, Wayne; Wylleman, Paul; Lambert, Mike I
2017-10-01
The aim of the study was to determine the prevalence of symptoms of common mental disorders among professional rugby players across countries. A cross-sectional analysis of the baseline questionnaires from an ongoing prospective cohort study was conducted. Nine national players' associations and three rugby unions distributed questionnaires based on validated scales for assessing symptoms of common mental disorders. Among the whole study sample (N=990; overall response rate of 28%), prevalence (4-week) of symptoms of common mental disorders ranged from 15% for adverse alcohol use to 30% for anxiety/depression. These findings support the prevalence rates of symptoms of common mental disorders found in previous studies among professional (i. e., elite) athletes across other sports, and suggestions can be made that the prevalence of symptoms of anxiety/depression seems slightly higher in professional rugby than in other general/occupational populations. Awareness of the prevalence of symptoms of common mental disorders should be improved in international rugby, and an interdisciplinary approach including psychological attention should be fostered in the medical care of professional rugby players. Adequate supportive measures to enhance awareness and psychological resilience would lead not only to improved health and quality of life among rugby players but arguably to enhanced performance in rugby. © Georg Thieme Verlag KG Stuttgart · New York.
Action Being Character: A Promising Perspective on the Solution Concept of Game Theory
Deng, Kuiying; Chu, Tianguang
2011-01-01
The inconsistency of predictions from solution concepts of conventional game theory with experimental observations is an enduring question. These solution concepts are based on the canonical rationality assumption that people are exclusively self-regarding utility maximizers. In this article, we think this assumption is problematic and, instead, assume that rational economic agents act as if they were maximizing their implicit utilities, which turns out to be a natural extension of the canonical rationality assumption. Implicit utility is defined by a player's character to reflect his personal weighting between cooperative, individualistic, and competitive social value orientations. The player who actually faces an implicit game chooses his strategy based on the common belief about the character distribution for a general player and the self-estimation of his own character, and he is not concerned about which strategies other players will choose and will never feel regret about his decision. It is shown by solving five paradigmatic games, the Dictator game, the Ultimatum game, the Prisoner's Dilemma game, the Public Goods game, and the Battle of the Sexes game, that the framework of implicit game and its corresponding solution concept, implicit equilibrium, based on this alternative assumption have potential for better explaining people's actual behaviors in social decision making situations. PMID:21573055
Action being character: a promising perspective on the solution concept of game theory.
Deng, Kuiying; Chu, Tianguang
2011-05-09
The inconsistency of predictions from solution concepts of conventional game theory with experimental observations is an enduring question. These solution concepts are based on the canonical rationality assumption that people are exclusively self-regarding utility maximizers. In this article, we think this assumption is problematic and, instead, assume that rational economic agents act as if they were maximizing their implicit utilities, which turns out to be a natural extension of the canonical rationality assumption. Implicit utility is defined by a player's character to reflect his personal weighting between cooperative, individualistic, and competitive social value orientations. The player who actually faces an implicit game chooses his strategy based on the common belief about the character distribution for a general player and the self-estimation of his own character, and he is not concerned about which strategies other players will choose and will never feel regret about his decision. It is shown by solving five paradigmatic games, the Dictator game, the Ultimatum game, the Prisoner's Dilemma game, the Public Goods game, and the Battle of the Sexes game, that the framework of implicit game and its corresponding solution concept, implicit equilibrium, based on this alternative assumption have potential for better explaining people's actual behaviors in social decision making situations.
Visceral adiposity as a target for the management of the metabolic syndrome.
Kishida, Ken; Funahashi, Tohru; Matsuzawa, Yuji; Shimomura, Iichiro
2012-05-01
Atherosclerosis, the underlying cause of atherosclerotic cardiovascular disease (ACVD), develops due not only to a single cardiovascular risk factor but to a variety of complex factors. The concept of the multiple cardiometabolic risk factor clustering syndrome has been proposed as a highly atherogenic state, independent of hypercholesterolemia and smoking. Body fat distribution, especially visceral fat accumulation, is a major correlate of a cluster of diabetogenic, atherogenic, prothrombotic, and proinflammatory metabolic abnormalities referred to as the metabolic syndrome, with dysfunctional adipocytes and dysregulated production of adipocytokines (hypoadiponectinemia). Medical research has focused on visceral adiposity as an important component of the syndrome in Japanese subjects with a mild degree of adiposity compared with Western subjects. For the prevention of ACVD at least in Japan, it might be practical to stratify subjects with multiple risk factors for atherosclerotic cardiovascular disease based on visceral fat accumulation. Visceral fat reduction through health promotion programs using risk factor-oriented approaches may be effective in reducing ACVD events, as well as producing improvement in risks and hypoadiponectinemia. This review article discusses visceral adiposity as a key player in the syndrome. Visceral fat reduction with life-style modification is a potentially useful strategy in the prevention of ACVD in patients with the metabolic syndrome.
Three lessons for genetic toxicology from baseball analytics.
Dertinger, Stephen D
2017-07-01
In many respects the evolution of baseball statistics mirrors advances made in the field of genetic toxicology. From its inception, baseball and statistics have been inextricably linked. Generations of players and fans have used a number of relatively simple measurements to describe team and individual player's current performance, as well as for historical record-keeping purposes. Over the years, baseball analytics has progressed in several important ways. Early advances were based on deriving more meaningful metrics from simpler forerunners. Now, technological innovations are delivering much deeper insights. Videography, radar, and other advances that include automatic player recognition capabilities provide the means to measure more complex and useful factors. Fielders' reaction times, efficiency of the route taken to reach a batted ball, and pitch-framing effectiveness come to mind. With the current availability of complex measurements from multiple data streams, multifactorial analyses occurring via machine learning algorithms have become necessary to make sense of the terabytes of data that are now being captured in every Major League Baseball game. Collectively, these advances have transformed baseball statistics from being largely descriptive in nature to serving data-driven, predictive roles. Whereas genetic toxicology has charted a somewhat parallel course, a case can be made that greater utilization of baseball's mindset and strategies would serve our scientific field well. This paper describes three useful lessons for genetic toxicology, courtesy of the field of baseball analytics: seek objective knowledge; incorporate multiple data streams; and embrace machine learning. Environ. Mol. Mutagen. 58:390-397, 2017. © 2017 Wiley Periodicals, Inc. © 2017 Wiley Periodicals, Inc.
Kerr, Zachary Y; Thomas, Leah C; Simon, Janet E; McCrea, Michael; Guskiewicz, Kevin M
2018-06-01
Previous research has examined associations between concussion history and adverse health outcomes among former professional football players. Less is known about the potential effects of concussion among former college football players without additional exposure at the professional level. To examine the association between concussion and adverse health outcomes in a cohort of former college football players without exposure to professional football, 15 years after their playing careers ended. Cross-sectional study; Level of evidence, 3. A sample of 204 former collegiate football players (23.4% of eligible athletes with available contact information)-all of whom played at least 1 season of football from 1999 to 2001 in the National Collegiate Athletic Association (NCAA) and had no professional football exposure-completed a general health survey that assessed lifetime concussion history and included the following: the Veterans RAND 36 Item Health Survey, containing a physical composite score (PCS) and mental composite score (MCS); the depression module of the Patient Health Questionnaire; and the 4-item CAGE alcohol dependence questionnaire (for "cutting down, annoyance by criticism, guilty feeling, and eye-openers"). Multivariable binomial regression models estimated adjusted prevalence ratios (PRs) with 95% CIs while controlling for demographics and playing history covariates through forward selection model building. Most participants reported a concussion history (84.3%). Overall, 22.1% and 39.2% of participants reported a PCS and an MCS <50, respectively (indicating worse health than the US national average); 19.1% reported Patient Health Questionnaire scores ≥10 (indicating moderate/severe depression); and 24.8% reported CAGE scores ≥2 (indicating alcohol dependence). The prevalence of having an MCS <50 was higher among those reporting ≥3 versus 0 concussions (PR, 2.5; 95% CI, 1.3-4.9). Controlling for body mass index (BMI), the prevalence of moderate/severe depression was higher among those reporting ≥3 versus 0 concussions (PR, 4.2; 95% CI, 1.0-16.3). Controlling for BMI, the prevalence of having a PCS <50 was higher among those reporting ≥3 versus 1 or 2 concussions (PR, 2.6; 95% CI, 1.3-5.0) but not 0 concussions (PR, 1.5; 95% CI, 0.6-3.6). No associations were found for alcohol dependence. Associations between a history of multiple concussions and adverse health outcomes were found among former collegiate football players without professional football exposure but were limited to those reporting ≥3 prior concussions. Because only 23.4% of eligible athletes responded to the survey, the possibility of ascertainment bias exists, and our findings should thus be interpreted with some caution. Continued examination within nonprofessional football populations is needed, but findings highlight the need for prevention efforts to reduce concussion incidence.
Aerobic power and field test results of amateur 15-a-side rugby union players.
Sant'anna, Ricardo T; de Souza Castro, Flávio A
2017-12-01
The aim of the present study was to verify whether it is possible to predict aerobic power in amateur 15-a-side rugby union players through the Yo-Yo Intermittent Recovery Test Level 1 (Yo-Yo IRT1) and the 5-meter Multiple Shuttle Test (5-m MST). Forty-two amateur players - 22 forwards and 20 backs - were evaluated in three phases: 1) maximum treadmill test in the laboratory; 2) field test set by a drawing in the first phase; and 3) second field test. Descriptive, comparison, correlation, regression and level of agreement analyses were performed. Backs, when compared to forwards, showed a higher VO2max (61.7±15 mL/kg/min and 51.6±10.1 mL/kg/min, respectively), Yo-Yo IRT1 final level (16.4±0.8 and 14.9±0.9, respectively) and Yo-Yo IRT1 total distance (1283.3±312.5 m and 792±277.6 m, respectively), and a higher final distance in the 5-m MST (686.8±36.6 and 642.9±46.5, respectively). Significant correlations were found between the result and the total distance on the Yo-Yo IRT1 and the VO2max (r=0.425 and r=0.459, respectively). Using the total distance covered in the Yo-Yo IRT1, the VO2max of amateur 15-a-side rugby union players can be estimated through the equation VO2max = 0.016 × (DIST Yo‑Yo) + 40.578. Yo-Yo IRT1 is most useful when the objective is to evaluate the aerobic power of amateur RU players in comparison with the 5-m MST.
Dynamic balance ability in young elite soccer players: implication of isometric strength.
Chtara, Moktar; Rouissi, Mehdi; Bragazzi, Nicola L; Owen, Adam L; Haddad, Monoem; Chamari, Karim
2018-04-01
Soccer requires maintaining unilateral balance when executing movement with the contralateral leg. Despite the fact that balance requires standing with maintaining isometric posture with the support leg, currently there is a lack of studies regarding the implication of isometric strength on dynamic balance's performance among young soccer players. Therefore, the aim of this study was to examine the relationship between the Y-Balance Test and 12 lower limbs isometric strength tests. Twenty-six right footed soccer players (mean±SD, age=16.2±1.6 years, height=175±4.2 cm, body mass=68.8±6.1 kg) performed a dynamic balance test (star excursion balance-test with dominant- (DL) and nondominant-legs (NDL). Furthermore, maximal isometric contraction tests of 12 lower limb muscle groups were assessed in DL and NDL. Correlations analysis reported a significant positive relationship between some of isometric strength tests (with DL and NDL) and the Y-Balance Test. Furthermore, stepwise multiple regression analysis showed that maximal isometric strength explained between 21.9% and 49.4% of the variance of the Y-Balance Test. Moreover, maximal isometric strength was dependent upon the reaching angle of the Y-Balance Test and the leg used to support body weight. This study showed a significant implication of maximal isometric strength of the lower limb and the Y-Balance Test. Moreover, the present investigation suggests the implementation of specific lower limb strengthening exercises depending on players' deficit in each reaching direction and leg. This result suggests that further studies should experiment if increasing lower limbs isometric strength could improve dynamic balance ability among young soccer players.
Multiparametric MRI changes persist beyond recovery in concussed adolescent hockey players.
Manning, Kathryn Y; Schranz, Amy; Bartha, Robert; Dekaban, Gregory A; Barreira, Christy; Brown, Arthur; Fischer, Lisa; Asem, Kevin; Doherty, Timothy J; Fraser, Douglas D; Holmes, Jeff; Menon, Ravi S
2017-11-21
To determine whether multiparametric MRI data can provide insight into the acute and long-lasting neuronal sequelae after a concussion in adolescent athletes. Players were recruited from Bantam hockey leagues in which body checking is first introduced (male, age 11-14 years). Clinical measures, diffusion metrics, resting-state network and region-to-region functional connectivity patterns, and magnetic resonance spectroscopy absolute metabolite concentrations were analyzed from an independent, age-matched control group of hockey players (n = 26) and longitudinally in concussed athletes within 24 to 72 hours (n = 17) and 3 months (n = 14) after a diagnosed concussion. There were diffusion abnormalities within multiple white matter tracts, functional hyperconnectivity, and decreases in choline 3 months after concussion. Tract-specific spatial statistics revealed a large region along the superior longitudinal fasciculus with the largest decreases in diffusivity measures, which significantly correlated with clinical deficits. This region also spatially intersected with probabilistic tracts connecting cortical regions where we found acute functional connectivity changes. Hyperconnectivity patterns at 3 months after concussion were present only in players with relatively less severe clinical outcomes, higher choline concentrations, and diffusivity indicative of relatively less axonal disruption. Changes persisted well after players' clinical scores had returned to normal and they had been cleared to return to play. Ongoing white matter maturation may make adolescent athletes particularly vulnerable to brain injury, and they may require extended recovery periods. The consequences of early brain injury for ongoing brain development and risk of more serious conditions such as second impact syndrome or neural degenerative processes need to be elucidated. Copyright © 2017 The Author(s). Published by Wolters Kluwer Health, Inc. on behalf of the American Academy of Neurology.
Ramírez-Campillo, Rodrigo; Meylan, César; Alvarez, Cristian; Henríquez-Olguín, Carlos; Martínez, Cristian; Cañas-Jamett, Rodrigo; Andrade, David C; Izquierdo, Mikel
2014-05-01
Integrating specific training methods to improve explosive actions and endurance in youth soccer is an essential part of players' development. This study investigated the efficiency of short-term vertical plyometric training program within soccer practice to improve both explosive actions and endurance in young soccer players. Seventy-six players were recruited and assigned either to a training group (TG; n = 38; 13.2 ± 1.8 years) or a control group (CG; n = 38; 13.2 ± 1.8 years) group. All players trained twice per week, but the TG followed a 7-week plyometric program implemented within soccer practice, whereas the CG followed regular practice. Twenty-meter sprint time (20-m), Illinois agility test time, countermovement jump (CMJ) height, 20- (RSI20) and 40- (RSI40) cm drop jump reactive strength index, multiple 5 bounds distance (MB5), maximal kicking test for distance (MKD), and 2.4-km time trial were measured before and after the 7-week period. Plyometric training induced significant (p ≤ 0.05) and small to moderate standardized effect (SE) improvement in the CMJ (4.3%; SE = 0.20), RSI20 (22%; SE = 0.57), RSI40 (16%; SE = 0.37), MB5 (4.1%; SE = 0.28), Illinois agility test time (-3.5%, SE = -0.26), MKD (14%; SE = 0.53), 2.4-km time trial (-1.9%; SE = -0.27) performances but had a trivial and nonsignificant effect on 20-m sprint time (-0.4%; SE = -0.03). No significant improvements were found in the CG. An integrated vertical plyometric program within the regular soccer practice can substitute soccer drills to improve most explosive actions and endurance, but horizontal exercises should also be included to enhance sprinting performance.
Remote stereoscopic video play platform for naked eyes based on the Android system
NASA Astrophysics Data System (ADS)
Jia, Changxin; Sang, Xinzhu; Liu, Jing; Cheng, Mingsheng
2014-11-01
As people's life quality have been improved significantly, the traditional 2D video technology can not meet people's urgent desire for a better video quality, which leads to the rapid development of 3D video technology. Simultaneously people want to watch 3D video in portable devices,. For achieving the above purpose, we set up a remote stereoscopic video play platform. The platform consists of a server and clients. The server is used for transmission of different formats of video and the client is responsible for receiving remote video for the next decoding and pixel restructuring. We utilize and improve Live555 as video transmission server. Live555 is a cross-platform open source project which provides solutions for streaming media such as RTSP protocol and supports transmission of multiple video formats. At the receiving end, we use our laboratory own player. The player for Android, which is with all the basic functions as the ordinary players do and able to play normal 2D video, is the basic structure for redevelopment. Also RTSP is implemented into this structure for telecommunication. In order to achieve stereoscopic display, we need to make pixel rearrangement in this player's decoding part. The decoding part is the local code which JNI interface calls so that we can extract video frames more effectively. The video formats that we process are left and right, up and down and nine grids. In the design and development, a large number of key technologies from Android application development have been employed, including a variety of wireless transmission, pixel restructuring and JNI call. By employing these key technologies, the design plan has been finally completed. After some updates and optimizations, the video player can play remote 3D video well anytime and anywhere and meet people's requirement.
Biomechanical Analysis of Abdominal Injury in Tennis Serves. A Case Report
Tubez, François; Forthomme, Bénédicte; Croisier, Jean-Louis; Cordonnier, Caroline; Brüls, Olivier; Denoël, Vincent; Berwart, Gilles; Joris, Maurice; Grosdent, Stéphanie; Schwartz, Cédric
2015-01-01
The serve is an important stroke in any high level tennis game. A well-mastered serve is a substantial advantage for players. However, because of its repeatability and its intensity, this stroke is potentially deleterious for upper limbs, lower limbs and trunk. The trunk is a vital link in the production and transfer of energy from the lower limbs to the upper limbs; therefore, kinematic disorder could be a potential source of risk for trunk injury in tennis. This research studies the case of a professional tennis player who has suffered from a medical tear on the left rectus abdominis muscle after tennis serve. The goal of the study is to understand whether the injury could be explained by an inappropriate technique. For this purpose, we analyzed in three dimensions the kinematic and kinetic aspects of the serve. We also performed isokinetic tests of the player’s knees. We then compared the player to five other professional players as reference. We observed a possible deficit of energy transfer because of an important anterior pelvis tilt. Some compensation made by the player during the serve could be a possible higher abdominal contraction and a larger shoulder external rotation. These particularities could induce an abdominal overwork that could explain the first injury and may provoke further injuries. Key points In the proximal-distal sequence, energy is transmitted from lower limbs to upper limps via trunk. The 3D analysis tool is an indispensable test for an objective evaluation of the kinematic in the tennis serve. Multiple evaluations techniques are useful for fuller comprehension of the kinematics and contribute to the awareness of the player’s staff concerning pathologies and performance. PMID:25983591
Wireless Networks under a Backoff Attack: A Game Theoretical Perspective.
Parras, Juan; Zazo, Santiago
2018-01-30
We study a wireless sensor network using CSMA/CA in the MAC layer under a backoff attack: some of the sensors of the network are malicious and deviate from the defined contention mechanism. We use Bianchi's network model to study the impact of the malicious sensors on the total network throughput, showing that it causes the throughput to be unfairly distributed among sensors. We model this conflict using game theory tools, where each sensor is a player. We obtain analytical solutions and propose an algorithm, based on Regret Matching, to learn the equilibrium of the game with an arbitrary number of players. Our approach is validated via simulations, showing that our theoretical predictions adjust to reality.
NASA Astrophysics Data System (ADS)
Tobin, R. G.
2008-01-01
In recent years several baseball players have hit a remarkable number of home runs, and there has been speculation that their achievements were enhanced by the use of anabolic steroids. Basic mechanics and physiology, combined with simple but reasonable models, show that steroid use by a player who is already highly skilled could produce such dramatic increases in home run production. Because home runs are relatively rare events on the tail of a batter's range distribution, even modest changes in bat speed can increase the proportion of batted balls that result in home runs by 50-100%. The possible effect of steroid use by pitchers is briefly considered.
On the Impact of Local Taxes in a Set Cover Game
NASA Astrophysics Data System (ADS)
Escoffier, Bruno; Gourvès, Laurent; Monnot, Jérôme
Given a collection C of weighted subsets of a ground set E, the SET cover problem is to find a minimum weight subset of C which covers all elements of E. We study a strategic game defined upon this classical optimization problem. Every element of E is a player which chooses one set of C where it appears. Following a public tax function, every player is charged a fraction of the weight of the set that it has selected. Our motivation is to design a tax function having the following features: it can be implemented in a distributed manner, existence of an equilibrium is guaranteed and the social cost for these equilibria is minimized.
School Dropout Prevention: What Arts-Based Community and Out-of-School-Time Programs Can Contribute
ERIC Educational Resources Information Center
Charmaraman, Linda; Hall, Georgia
2011-01-01
Out-of-school-time programs, especially arts-based programs, can be critical players in a community's efforts to prevent school dropout. This research review suggests the following approaches for arts-based programs: (1) recruitment and retention of target populations with multiple risk factors; (2) long-term skill development that engages youth…
Enumeration versus Multiple Object Tracking: The Case of Action Video Game Players
ERIC Educational Resources Information Center
Green, C. S.; Bavelier, D.
2006-01-01
Here, we demonstrate that action video game play enhances subjects' ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop…
Elkin, Benjamin S; Gabler, Lee F; Panzer, Matthew B; Siegmund, Gunter P
2018-03-29
On-field football helmet impacts over a large range of severities have caused concussions in some players but not in other players. One possible explanation for this variability is the struck player's helmet impact location. We examined the effect of impact location on regional brain tissue strain when input energy was held constant. Laboratory impacts were performed at 12 locations distributed over the helmet and the resulting head kinematics were simulated in two finite element models of the brain: the Simulated Injury Monitor and the Global Human Body Model Consortium brain model. Peak kinematics, injury metrics and brain strain varied significantly with impact location. Differences in impact location explained 33 to 37% of the total variance in brain strain for the whole brain and cerebrum, considerably more than the variance explained by impact location for the peak resultant head kinematics (8 to 23%) and slightly more than half of the variance explained by the difference in closing speed (57 to 61%). Both finite element models generated similar strain results, with minor variations for impacts that generated multi-axial rotations, larger variations in brainstem strains for some impact locations and a small bias for the cerebellum. Based on this experimental and computational simulation study, impact location on the football helmet has a large effect on regional brain tissue strain. We also found that the lowest strains consistently occurred in impacts to the crown and forehead, helmet locations commonly associated with the striking player. Copyright © 2018 Elsevier Ltd. All rights reserved.
Competition rules and health care players: principles and consequences.
Fornaciari, Diego; Callens, Stefaan
2012-01-01
Competition rules maximise consumer welfare by promoting efficient use of scarce resource and thus high output, low prices, high quality, varied services, innovation, production and distribution. European courts consider doctors and hospital staff as undertakings (any entity that performs economic activities), so that if they enter into agreements then they have to comply with competition rules. This paper's objective is to determine whether competition law, which applies to undertakings, can in fact be applied to different healthcare-sector players and whether specific rules are needed regarding competition between healthcare undertakings. Data were selected from relevant European and national case law, European institution legal documents (such as regulations, guidelines and communications) and healthcare competition law literature, and then examined. The paper finds that competition rules are applicable to healthcare players considering the consequences if competition rules are applied to the healthcare market. For market processes to result in the appropriate cost, quality and output, competition law must be proactive. In other words, quality must be fully factored into the competitive mix, allowing consumers to weigh healthcare price and non-price characteristics. Countries have different healthcare system and competition rules (although similar), competition rule impact is different for each country. Some healthcare systems are more regulated and there will be less opportunity for healthcare players to compete. Efficiently applying competition law to healthcare players means that several challenges need facing, such as healthcare quality complexity and court scepticism. This article points out the challenges when competition law is applied to the healthcare sector and how these challenges are faced in certain countries such as The Netherlands.
ERIC Educational Resources Information Center
Lowe, John B.
1988-01-01
If the CD-ROM revolution is likened to gambling, players are information providers and consumers; the stakes are development, production, distribution, hardware, and software costs; and betting is represented by the costs of updating disks and hardware and software maintenance, and by pricing. Strategy should take into account cost savings,…
Who pays for tree improvement?
Tom D. Byram; E. M. Raley
2011-01-01
Tree improvement has been one of the most successful collaborative research efforts in history, eliciting participation from a wide variety of players. This effort has included state forestry agencies, research universities, integrated forest industries, and the USDA Forest Service. Tree improvement was organized through cooperatives whose objectives were to distribute...
Ciccotti, Michael G; Pollack, Keisha M; Ciccotti, Michael C; D'Angelo, John; Ahmad, Christopher S; Altchek, David; Andrews, James; Curriero, Frank C
2017-08-01
Elbow injuries cause significant disability for the throwing athlete. Scant data are available on the distribution and characteristics of these injuries in elite baseball players. No study exists that focuses solely on the epidemiological characteristics of elbow injuries in professional baseball players using a comprehensive injury surveillance system. Professional baseball players have a high occurrence of elbow injuries influenced by factors including length of time playing, time period within the annual baseball season, and specific position played. Descriptive epidemiological study. Data on elbow injuries occurring during the 2011-2014 seasons were collected from Major League Baseball's Health Injury and Tracking System, a comprehensive injury surveillance system. Each specific type of elbow injury was evaluated with respect to overall injury rate, years as a professional player, mechanism of injury, treatment, average time lost, and return to play. During the study period, 3185 elbow injuries (n = 430 Major League; n = 2755 Minor League) occurred. The mean number of days missed and percentage requiring surgery were similar between Major and Minor League players. Overall, 20.0% (650/3185) of the injuries required surgical treatment. Pitchers were the most likely to incur an elbow injury (40.0% of injured athletes were pitchers), were the most likely to require surgery (34.2% of injured pitchers required surgery), and had the greatest mean number of days missed when treated nonsurgically (33.2 days). Medial injuries composed 42.1% (1342/3185) of all elbow injuries. Of all elbow surgeries performed during the study period, the highest percentage involved ligaments (372/650; 57.2%). Elbow injuries are a considerable source of disability in professional baseball players. Pitchers are most likely to incur these injuries, are most likely to require surgery, and have the highest mean number of days missed when treated nonsurgically. The most common injuries involve the medial elbow, with ligament injuries most often requiring surgery. This study represents the only investigation to date using a comprehensive injury surveillance system to examine elbow injuries in professional baseball players. It provides a basis for injury prevention and treatment recommendations, establishes the most thorough framework for determining elbow injury risk, and focuses continued research on elbow injury prevention in the elite baseball player.
Impulse noise: can hitting a softball harm your hearing?
Cook, Korrine; Atcherson, Samuel R
2014-01-01
The purpose of this study is to identify whether or not different materials of softball bats (wooden, aluminum, and composite) are a potential risk harm to hearing when batting players strike a 12'' core .40 softball during slow, underhand pitch typical of recreational games. Peak sound pressure level measurements and spectral analyses were conducted for three controlled softball pitches to a batting participant using each of the different bat materials in an unused outdoor playing field with regulation distances between the pitcher's mound and batter's box. The results revealed that highest recorded peak sound pressure level was recorded from the aluminum (124.6 dBC) bat followed by the composite (121.2 dBC) and wooden (120.0 dBC) bats. Spectral analysis revealed composite and wooden bats with similar broadly distributed amplitude-frequency response. The aluminum bat also produced a broadly distributed amplitude-frequency response, but there were also two very distinct peaks at around 1700 Hz and 2260 Hz above the noise floor that produced its ringing (or ping) sound after being struck. Impulse (transient) sounds less than 140 dBC may permit multiple exposures, and softball bats used in a recreational slow pitch may pose little to no risk to hearing.
Impulse Noise: Can Hitting a Softball Harm Your Hearing?
Atcherson, Samuel R.
2014-01-01
The purpose of this study is to identify whether or not different materials of softball bats (wooden, aluminum, and composite) are a potential risk harm to hearing when batting players strike a 12′′ core .40 softball during slow, underhand pitch typical of recreational games. Peak sound pressure level measurements and spectral analyses were conducted for three controlled softball pitches to a batting participant using each of the different bat materials in an unused outdoor playing field with regulation distances between the pitcher's mound and batter's box. The results revealed that highest recorded peak sound pressure level was recorded from the aluminum (124.6 dBC) bat followed by the composite (121.2 dBC) and wooden (120.0 dBC) bats. Spectral analysis revealed composite and wooden bats with similar broadly distributed amplitude-frequency response. The aluminum bat also produced a broadly distributed amplitude-frequency response, but there were also two very distinct peaks at around 1700 Hz and 2260 Hz above the noise floor that produced its ringing (or ping) sound after being struck. Impulse (transient) sounds less than 140 dBC may permit multiple exposures, and softball bats used in a recreational slow pitch may pose little to no risk to hearing. PMID:24778596
Martin, George M.
2011-01-01
All phenotypes result from interactions between Nature, Nurture and Chance. The constitutional genome is clearly the dominant factor in explaining the striking differences in the pace and patterns of ageing among species. We are now in a position to reveal salient features underlying these differential modulations, which are likely to be dominated by regulatory domains. By contrast, I shall argue that stochastic events are the major players underlying the surprisingly large intra-specific variations in lifespan and healthspan. I shall review well established as well as more speculative categories of chance events – somatic mutations, protein synthesis error catastrophe and variegations of gene expression (epigenetic drift), with special emphasis upon the latter. I shall argue that stochastic drifts in variegated gene expression are the major contributors to intra-specific differences in the pace and patterns of ageing within members of the same species. They may be responsible for the quasi-stochastic distributions of major types of geriatric pathologies, including the “big three” of Alzheimer's disease, atherosclerosis and, via the induction of hyperplasis, cancer. They may be responsible for altered stoichiometries of heteromultimeric mitochondrial complexes, potentially leading to such disorders as sarcopenia, nonischemic cardiomyopathy and Parkinson's disease. PMID:21963385
Multi-Party Privacy-Preserving Set Intersection with Quasi-Linear Complexity
NASA Astrophysics Data System (ADS)
Cheon, Jung Hee; Jarecki, Stanislaw; Seo, Jae Hong
Secure computation of the set intersection functionality allows n parties to find the intersection between their datasets without revealing anything else about them. An efficient protocol for such a task could have multiple potential applications in commerce, health care, and security. However, all currently known secure set intersection protocols for n>2 parties have computational costs that are quadratic in the (maximum) number of entries in the dataset contributed by each party, making secure computation of the set intersection only practical for small datasets. In this paper, we describe the first multi-party protocol for securely computing the set intersection functionality with both the communication and the computation costs that are quasi-linear in the size of the datasets. For a fixed security parameter, our protocols require O(n2k) bits of communication and Õ(n2k) group multiplications per player in the malicious adversary setting, where k is the size of each dataset. Our protocol follows the basic idea of the protocol proposed by Kissner and Song, but we gain efficiency by using different representations of the polynomials associated with users' datasets and careful employment of algorithms that interpolate or evaluate polynomials on multiple points more efficiently. Moreover, the proposed protocol is robust. This means that the protocol outputs the desired result even if some corrupted players leave during the execution of the protocol.
DOE Office of Scientific and Technical Information (OSTI.GOV)
DeLaski, A.; Gauthier, J.; Shugars, J.
Distribution transformers offer a largely untapped opportunity for efficiency improvements in buildings. Application of energy-efficient equipment can reduce transformer losses by about 20%, substantially cutting a facility's total electricity bill and offering typical paybacks less than three years. Since nearly all of the electricity powering the commercial and industrial sectors is stepped down in voltage by facility-owned distribution transformers, broad application of energy-efficient equipment will lead to huge economy-wide energy and dollar savings as well as associated environmental benefits. This opportunity has led to a multi-party coordinated effort that offers a new model for national partnerships to pursue market transformation.more » The model, called the Informal Collaborative Model for the purposes of this paper, is characterized by voluntary commitments of multiple stakeholders to carry out key market interventions in a coordinated fashion, but without pooling resources or control. Collaborative participants are joined by a common interest in establishing and expanding the market for a new product, service, or practice that will yield substantial energy savings. This paper summarizes the technical efficiency opportunity available in distribution transformers; discusses the market barriers to widespread adoption of energy-efficient transformers; and details an overall market transformation strategy to address the identified market barriers. The respective roles of each of the diverse players--manufacturers, government agencies, and utility and regional energy efficiency programs--are given particular attention. Each of the organizations involved brings a particular set of tools and capabilities for addressing the market barriers to more efficient transformers.« less
Relational Diversity Promotes Cooperation in Prisoner’s Dilemma Games
Xu, Bo; Wang, Jianwei; Deng, Ruipu; Li, Miao
2014-01-01
Relational diversity can be characterized by heterogeneous distributions of tie strengths in social networks and this diversity is present not only among humans, but throughout the animal world. We account for this observation by analyzing two network datasets from Facebook. We measure the strength of a tie by calculating the extent of overlap of friends between the two individuals. Based on the previous findings in human experiments, we argue that it is very unlikely that players will allocate their investments equally to their neighbors. There is a tendency that players prefer to donate more to their intimate friends. We find that if players preferentially allocate their investments to their good friends, cooperation will be promoted in PDG. We proved that the facilitation of the cooperative strategy relies mostly on the cooperative allies between best friends, resulting in the formation of cooperative clusters which are able to prevail against the defectors even when there is a large cost to cooperate. Moreover, we discover that the effect of relational diversity cannot be analyzed by adopting classical complex networks models, because neither of the artificial networks is able to produce networks with diverse distributions of tie strengths. It is of vital importance to introduce real social networks to study the influence of diverse relations especially when it comes to humans. This research proposes a brand new perspective to understand the influence of social relations on the emergence of cooperation in evolutionary prisoner’s dilemma games. PMID:25474354
Relational diversity promotes cooperation in prisoner's dilemma games.
Xu, Bo; Wang, Jianwei; Deng, Ruipu; Li, Miao
2014-01-01
Relational diversity can be characterized by heterogeneous distributions of tie strengths in social networks and this diversity is present not only among humans, but throughout the animal world. We account for this observation by analyzing two network datasets from Facebook. We measure the strength of a tie by calculating the extent of overlap of friends between the two individuals. Based on the previous findings in human experiments, we argue that it is very unlikely that players will allocate their investments equally to their neighbors. There is a tendency that players prefer to donate more to their intimate friends. We find that if players preferentially allocate their investments to their good friends, cooperation will be promoted in PDG. We proved that the facilitation of the cooperative strategy relies mostly on the cooperative allies between best friends, resulting in the formation of cooperative clusters which are able to prevail against the defectors even when there is a large cost to cooperate. Moreover, we discover that the effect of relational diversity cannot be analyzed by adopting classical complex networks models, because neither of the artificial networks is able to produce networks with diverse distributions of tie strengths. It is of vital importance to introduce real social networks to study the influence of diverse relations especially when it comes to humans. This research proposes a brand new perspective to understand the influence of social relations on the emergence of cooperation in evolutionary prisoner's dilemma games.
The relative age effect in youth soccer players from Spain.
Gutierrez Diaz Del Campo, David; Pastor Vicedo, Juan Carlos; Gonzalez Villora, Sixto; Contreras Jordan, Onofre Ricardo
2010-01-01
The purpose of this study was to identify the existence of Relative Age Effect (RAE) at youth level in both elite and amateur Spanish soccer clubs, and also to carry out an analysis providing with information on how this effect has evolved in recent years. We have obtained information on the youth teams of the 20 clubs belonging to the Spanish Professional Football League (LFP) in two separate seasons (2005-2006 and 2008-2009) as well as data on five youth academies belonging to amateur clubs. The collected data revealed an over- representation of players born in the first months of the selection year in all groups of analysis (Elite 2005-2006, Elite 2008-2009 and Amateurs), although only the Elite groups showed significant variations in birth-date distribution in relation to the Spanish population. The results showed a reduction in RAE from the 2005-2006 season to the 2008-2009 season. The following variables - playing position, the number of years each player has spent in their specific age group and the category of the team at each club were shown not to have influence on the extent of RAE. Key pointsThere was RAE in all groups analyzed, although only the Elite groups showed significant variations in birth-date distribution in relation to the general population.RAE is more evident in the Elite groups than in the Amateur probably because of the detection process, which is more thorough in the Elite groups.Playing position, number of years in their specific age group and category of the team did not have any influence on the extent of RAE.Any attempts to prevent RAE should be based on a stable sport policy and the implication of all the stakeholders in the system. All of them should think in the development of a player as a long-term project.
Changing Roles in Information Distribution. 1994 NFAIS Report Series, 1.
ERIC Educational Resources Information Center
Cunningham, Ann Marie, Ed.; Wicks, Wendy, Ed.
This report tracks the evolution of information through the eyes of the five traditional "players"--author, primary publisher, secondary publisher, distributor, and information consumer. It maps the trajectory of publishing through the media landscape--from print to online to CD-ROM to networks. Representatives from each constituency…
Bush, Michael; Barnes, Chris; Archer, David T; Hogg, Bob; Bradley, Paul S
2015-02-01
This study aimed to investigate position-specific evolution of physical and technical performance parameters in the English Premier League (EPL). Match performance observations (n=14700) were collected using a multiple-camera computerized tracking system across seven seasons (2006-07 to 2012-13). Data were analyzed relative to five playing positions: central defenders (n=3792), full backs (n=3420), central midfielders (n=3200), wide midfielders (n=2136) and attackers (n=2152). High-intensity running distance increased in the final season versus the first season in all playing positions (p<.05, ES: 0.9-1.3) with full backs displaying the greatest increase (∼36% higher in 2012-13). Similar trends were observed for sprint distance with full backs demonstrating the most pronounced increase across the seven seasons (36-63%, p<.001, ES: 0.8-1.3). Central players (central defenders and midfielders) illustrated the most pronounced increases in total passes and pass success rate (p<.05, ES: 0.7-0.9) whilst wide players (full backs and wide midfielders) demonstrated only small-moderate increases in total passes and pass success rate (p<.05, ES: 0.6-0.8). The data demonstrates that evolving tactics in the EPL have impacted on the physical demands of wide players and the technical requirements of central players. These findings could be used for talent identification or position-specific physical and technical training. Copyright © 2014 Elsevier B.V. All rights reserved.
Carvalho, Humberto Moreira; Gonçalves, Carlos E; Collins, Dave; Paes, Roberto R
2018-04-01
The interaction of multiple influences on the path to sport success is not yet fully understood by sport scientists. In this study, we examined variation in body size, functional capacities and motivation for achievement, competitiveness and deliberate practice of youth basketball players associated with differences in biological maturity status, chronological age and years of training experience. Reflecting the importance of interactive effects, we examined the relationships between the psychological variables and functional capacities. Fifty-eight male basketball players aged 9.5 to 15.5 years were considered. Variables included chronological age, estimated age at peak height velocity, stature, body mass and sitting height by anthropometry; the Work and Family Orientation and Deliberate Practice Motivation Questionnaires were also used. Finally, the Line Drill test and Yo-Yo Intermittent Recovery level 1 (Yo-Yo IR1) tests were used as functional capacities indicators for basketball. Variance components models derived from series of multilevel linear regression models revealed a substantial variation by maturity status for body size, functional capacities indicators, mastery and will to excel. The influence of estimated maturity status on mastery and will to excel was independent of age and years of experience. In contrast, no relationships were observed between psychological variables and functional capacities indicators. We conclude that growth-related changes are relevant to understanding players´ motivations for achievement, competitiveness and deliberate practice. This should be of interest to those involved in the selection and development of youth basketball players.
White, Peta E; Register-Mihalik, Johna; Donaldson, Alex; Sullivan, S John
2017-01-01
Background/aim Concussion guidelines exist for multiple community sports. Parents are key stakeholders in guideline implementation and in appropriate responses following concussive injury. The purpose of this qualitative investigation was to understand how parents of community-level Australian Football (AF) players experience and perceive concussion guidelines in order to inform the design and implementation of concussion guidelines in community sport. Methods A cross-sectional qualitative approach was adopted to allow for an open and detailed exploration of the views of parents of junior community AF players (ie, those aged <16 years) regarding concussion guidelines of the AF League (AFL)—the national governing body for AF. Participants were 15 parents of junior community AF players from two clubs affiliated with a large regional community AF League. Results The key experiences and perceptions of the parents included appreciation that the guidelines outlined the postconcussion process that should be followed, desires for better understanding of the guidelines by general practitioners (ie, medical doctors) who care for children with concussion, having more readily available information for parents and receiving more formal policy guiding timing of return-to-participation following concussion. Difficulties with the guidelines not addressing delayed presentations of concussion were also frequently mentioned. Conclusions Parents are key stakeholders in concussion prevention and care in community sport. As such, their input should be considered when developing guidelines and resources for community sport. Furthermore, concussion information should be made available to parents in an easily accessible and community-friendly form. PMID:28761707
Brooks, Brian L; Silverberg, Noah; Maxwell, Bruce; Mannix, Rebekah; Zafonte, Ross; Berkner, Paul D; Iverson, Grant L
2018-03-01
There has been increasing concern regarding the possible effect of multiple concussions on the developing brain, especially for adolescent females. Hypothesis/Purpose: The objectives were to determine if there are differences in cognitive functioning, symptom reporting, and/or sex effects from prior concussions. In a very large sample of youth soccer players, it was hypothesized that (1) there would be no differences in cognitive test performance between those with and without prior concussions, (2) baseline preseason symptoms would be better predicted by noninjury factors than concussion history, and (3) males and females with prior concussions would not have differences in cognition or symptoms. Cross-sectional study; Level of evidence, 3. Participants included 9314 youth soccer players (mean = 14.8 years, SD = 1.2) who completed preseason baseline cognitive testing, symptom reporting, and a health/injury history questionnaire from the ImPACT battery (Immediate Post-concussion Assessment and Cognitive Testing). On the basis of injury history, athletes were grouped by number of prior concussions: 0 (boys, n = 4012; girls, n = 3963), 1 (boys, n = 527; girls, n = 457), 2 (boys, n = 130; girls, n = 97), or ≥3 (boys, n = 73; girls, n = 55). The primary measures were the 4 primary cognitive scores and the total symptom ratings from ImPACT. Primary outcomes were assessed across injury groups, controlling for age, sex, learning disability, attention-deficit/hyperactivity disorder (ADHD), treatment for headaches/migraines, substance abuse, and mental health problems. Cognitive test performance was not associated with concussion history but was associated with sex, age, learning disability, ADHD, and prior mental health problems. Greater symptom reporting was more strongly associated with psychiatric problems, older age, learning disability, substance abuse, headaches, being female, and ADHD than with a history of multiple concussions. Boys and girls did not differ on cognitive scores or symptom reporting based on a history of concussion. In this very large sample of youth soccer players with prior concussion, there was no evidence of negative effects on cognition, very weak evidence of negative effects on symptom reporting, and no evidence of sex × concussion differences in cognition or symptom reporting.
Beaulieu-Jones, Brendin R; Rossy, William H; Sanchez, George; Whalen, James M; Lavery, Kyle P; McHale, Kevin J; Vopat, Bryan G; Van Allen, Joseph J; Akamefula, Ramesses A; Provencher, Matthew T
2017-07-01
At the annual National Football League (NFL) Scouting Combine, the medical staff of each NFL franchise performs a comprehensive medical evaluation of all athletes potentially entering the NFL. Currently, little is known regarding the overall epidemiology of injuries identified at the combine and their impact on NFL performance. To determine the epidemiology of injuries identified at the combine and their impact on initial NFL performance. Cohort study; Level of evidence, 3. All previous musculoskeletal injuries identified at the NFL Combine from 2009 to 2015 were retrospectively reviewed. Medical records and imaging reports were examined. Game statistics for the first 2 seasons of NFL play were obtained for all players from 2009 to 2013. Analysis of injury prevalence and overall impact on the draft status and position-specific performance metrics of each injury was performed and compared with a position-matched control group with no history of injury or surgery. A total of 2203 athletes over 7 years were evaluated, including 1490 (67.6%) drafted athletes and 1040 (47.2%) who ultimately played at least 2 years in the NFL. The most common sites of injury were the ankle (1160, 52.7%), shoulder (1143, 51.9%), knee (1128, 51.2%), spine (785, 35.6%), and hand (739, 33.5%). Odds ratios (ORs) demonstrated that quarterbacks were most at risk of shoulder injury (OR, 2.78; P = .001), while running backs most commonly sustained ankle (OR, 1.39; P = .040) and shoulder injuries (OR, 1.55; P = .020) when compared with all other players. Ultimately, defensive players demonstrated a greater negative impact due to injury than offensive players, with multiple performance metrics significantly affected for each defensive position analyzed, whereas skilled offensive players (eg, quarterbacks, running backs) demonstrated only 1 metric significantly affected at each position. The most common sites of injury identified at the combine were (1) ankle, (2) shoulder, (3) knee, (4) spine, and (5) hand. Overall, performance in the NFL tended to worsen with injury history, with a direct correlation found between injury at a certain anatomic location and position of play. Defensive players tended to perform worse compared with offensive players if injury history was present.
Beaulieu-Jones, Brendin R.; Rossy, William H.; Sanchez, George; Whalen, James M.; Lavery, Kyle P.; McHale, Kevin J.; Vopat, Bryan G.; Van Allen, Joseph J.; Akamefula, Ramesses A.; Provencher, Matthew T.
2017-01-01
Background: At the annual National Football League (NFL) Scouting Combine, the medical staff of each NFL franchise performs a comprehensive medical evaluation of all athletes potentially entering the NFL. Currently, little is known regarding the overall epidemiology of injuries identified at the combine and their impact on NFL performance. Purpose: To determine the epidemiology of injuries identified at the combine and their impact on initial NFL performance. Study Design: Cohort study; Level of evidence, 3. Methods: All previous musculoskeletal injuries identified at the NFL Combine from 2009 to 2015 were retrospectively reviewed. Medical records and imaging reports were examined. Game statistics for the first 2 seasons of NFL play were obtained for all players from 2009 to 2013. Analysis of injury prevalence and overall impact on the draft status and position-specific performance metrics of each injury was performed and compared with a position-matched control group with no history of injury or surgery. Results: A total of 2203 athletes over 7 years were evaluated, including 1490 (67.6%) drafted athletes and 1040 (47.2%) who ultimately played at least 2 years in the NFL. The most common sites of injury were the ankle (1160, 52.7%), shoulder (1143, 51.9%), knee (1128, 51.2%), spine (785, 35.6%), and hand (739, 33.5%). Odds ratios (ORs) demonstrated that quarterbacks were most at risk of shoulder injury (OR, 2.78; P = .001), while running backs most commonly sustained ankle (OR, 1.39; P = .040) and shoulder injuries (OR, 1.55; P = .020) when compared with all other players. Ultimately, defensive players demonstrated a greater negative impact due to injury than offensive players, with multiple performance metrics significantly affected for each defensive position analyzed, whereas skilled offensive players (eg, quarterbacks, running backs) demonstrated only 1 metric significantly affected at each position. Conclusion: The most common sites of injury identified at the combine were (1) ankle, (2) shoulder, (3) knee, (4) spine, and (5) hand. Overall, performance in the NFL tended to worsen with injury history, with a direct correlation found between injury at a certain anatomic location and position of play. Defensive players tended to perform worse compared with offensive players if injury history was present. PMID:28812033
Proposal for a Library Project for Severely-Profoundly Retarded, Multiple Handicapped Individuals.
ERIC Educational Resources Information Center
South Dakota State Library, Pierre.
A proposal for a library project for mentally and physically handicapped persons at Custer State Hospital includes a listening library for the residents of the hospital with a cassette player in each resident's room. Tape storage would be at the nurse's station on each floor, and the charge nurse on that floor would be responsible for the tapes.…
ERIC Educational Resources Information Center
Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano
2010-01-01
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game…
Towards a hierarchical optimization modeling framework for ...
Background:Bilevel optimization has been recognized as a 2-player Stackelberg game where players are represented as leaders and followers and each pursue their own set of objectives. Hierarchical optimization problems, which are a generalization of bilevel, are especially difficult because the optimization is nested, meaning that the objectives of one level depend on solutions to the other levels. We introduce a hierarchical optimization framework for spatially targeting multiobjective green infrastructure (GI) incentive policies under uncertainties related to policy budget, compliance, and GI effectiveness. We demonstrate the utility of the framework using a hypothetical urban watershed, where the levels are characterized by multiple levels of policy makers (e.g., local, regional, national) and policy followers (e.g., landowners, communities), and objectives include minimization of policy cost, implementation cost, and risk; reduction of combined sewer overflow (CSO) events; and improvement in environmental benefits such as reduced nutrient run-off and water availability. Conclusions: While computationally expensive, this hierarchical optimization framework explicitly simulates the interaction between multiple levels of policy makers (e.g., local, regional, national) and policy followers (e.g., landowners, communities) and is especially useful for constructing and evaluating environmental and ecological policy. Using the framework with a hypothetical urba
A sequential-move game for enhancing safety and security cooperation within chemical clusters.
Pavlova, Yulia; Reniers, Genserik
2011-02-15
The present paper provides a game theoretic analysis of strategic cooperation on safety and security among chemical companies within a chemical industrial cluster. We suggest a two-stage sequential move game between adjacent chemical plants and the so-called Multi-Plant Council (MPC). The MPC is considered in the game as a leader player who makes the first move, and the individual chemical companies are the followers. The MPC's objective is to achieve full cooperation among players through establishing a subsidy system at minimum expense. The rest of the players rationally react to the subsidies proposed by the MPC and play Nash equilibrium. We show that such a case of conflict between safety and security, and social cooperation, belongs to the 'coordination with assurance' class of games, and we explore the role of cluster governance (fulfilled by the MPC) in achieving a full cooperative outcome in domino effects prevention negotiations. The paper proposes an algorithm that can be used by the MPC to develop the subsidy system. Furthermore, a stepwise plan to improve cross-company safety and security management in a chemical industrial cluster is suggested and an illustrative example is provided. Copyright © 2010 Elsevier B.V. All rights reserved.
Availability Based Tariff and its impact On different Industry Players-A Review
NASA Astrophysics Data System (ADS)
Holmukhe, R. M.; Pawar, Yogini; Desai, R. S.; Hasarmani, T. S.
2010-10-01
ABT is a performance-based tariff for the supply of electricity by generators owned and controlled by the central government. It is also a new system of scheduling and dispatch, which requires both generators and beneficiaries to commit to day-ahead schedules. It is a system of rewards and penalties seeking to enforce day ahead pre-committed schedules, though variations are permitted if notified One and one half hours in advance. The order emphasizes prompt payment of dues. ABT (Availability Based Tariff) along with the Electricity Act of 2003 is perhaps the most significant and definitive step taken in the Indian power sector so far to bring more efficiency and focus to this vital infrastructure. The ABT mechanism is based on financial principles. ABT scheme is for unscheduled interchange of power. The paper reviews ABT issues, its components, clauses, mechanism, benefits and the impact of grid on different players like generation utilities, grid operator, consumers involved in power generation, transmission and distribution. While the proposed tariff structure has wide implications for each player, this deals exclusively with the technology challenges/opportunities thrown up by ABT.
Frobell, R B; Svensson, E; Göthrick, M; Roos, E M
2008-07-01
The aim of this study is to investigate if self-reported activity level or knee functions are influenced by subject characteristics, level of competition and history of knee injury. Cross-Sectional study using questionnaires distributed at a personal visit. One hundred and eighty-eight (65 women) amateur football players in 10 football clubs from each division below national level participated in the study. Self-reported Tegner Activity Scale, and the Knee injury and Osteoarthritis Outcome Score (KOOS) are the main outcome measures. Older age, female gender and lower level of competition (football division) were independently associated with lower self-reported Tegner Activity Scale (P < 0.001). Subjects reporting history of knee injury had significantly worse KOOS scores (P < 0.001 for all subscales). In future studies, a clear description of how the Tegner Activity Scale was administered is recommended. We suggest that self-reported Tegner Activity Scale scores should be adjusted for age, gender and level of competition. In amateur football players, KOOS scores do not need adjustment for age and gender.
Coexistence of fraternity and egoism for spatial social dilemmas.
Szabó, György; Szolnoki, Attila; Czakó, Lilla
2013-01-21
We have studied an evolutionary game with spatially arranged players who can choose one of the two strategies (named cooperation and defection for social dilemmas) when playing with their neighbors. In addition to the application of the usual strategies in the present model the players are also characterized by one of the two extreme personal features representing the egoist or fraternal behavior. During the evolution each player can modify both her own strategy and/or personal feature via a myopic update process in order to improve her utility. The results of numerical simulations and stability analysis are summarized in phase diagrams representing a wide scale of spatially ordered distribution of strategies and personal features when varying the payoff parameters. In most of the cases only two of the four possible options prevail and may form sublattice ordered spatial structure. The evolutionary advantage of the fraternal attitude is demonstrated within a large range of payoff parameters including the region of prisoner's dilemma where egoist defectors and fraternal cooperators form a role-separating chessboard like pattern. Copyright © 2012 Elsevier Ltd. All rights reserved.
Janot, Jeffrey M.; Beltz, Nicholas M.; Dalleck, Lance D.
2015-01-01
The purpose of this study was to determine if off-ice performance variables could predict on-ice skating performance in Division III collegiate hockey players. Both men (n = 15) and women (n = 11) hockey players (age = 20.5 ± 1.4 years) participated in the study. The skating tests were agility cornering S-turn, 6.10 m acceleration, 44.80 m speed, modified repeat skate, and 15.20 m full speed. Off-ice variables assessed were years of playing experience, height, weight and percent body fat and off-ice performance variables included vertical jump (VJ), 40-yd dash (36.58m), 1-RM squat, pro-agility, Wingate peak power and peak power percentage drop (% drop), and 1.5 mile (2.4km) run. Results indicated that 40-yd dash (36.58m), VJ, 1.5 mile (2.4km) run, and % drop were significant predictors of skating performance for repeat skate (slowest, fastest, and average time) and 44.80 m speed time, respectively. Four predictive equations were derived from multiple regression analyses: 1) slowest repeat skate time = 2.362 + (1.68 x 40-yd dash time) + (0.005 x 1.5 mile run), 2) fastest repeat skate time = 9.762 - (0.089 x VJ) - (0.998 x 40-yd dash time), 3) average repeat skate time = 7.770 + (1.041 x 40-yd dash time) - (0.63 x VJ) + (0.003 x 1.5 mile time), and 4) 47.85 m speed test = 7.707 - (0.050 x VJ) - (0.01 x % drop). It was concluded that selected off-ice tests could be used to predict on-ice performance regarding speed and recovery ability in Division III male and female hockey players. Key points The 40-yd dash (36.58m) and vertical jump tests are significant predictors of on-ice skating performance specific to speed. In addition to 40-yd dash and vertical jump, the 1.5 mile (2.4km) run for time and percent power drop from the Wingate anaerobic power test were also significant predictors of skating performance that incorporates the aspect of recovery from skating activity. Due to the specificity of selected off-ice variables as predictors of on-ice performance, coaches can elect to assess player performance off-ice and focus on other uses of valuable ice time for their individual teams. PMID:26336338
Wireless Networks under a Backoff Attack: A Game Theoretical Perspective
Zazo, Santiago
2018-01-01
We study a wireless sensor network using CSMA/CA in the MAC layer under a backoff attack: some of the sensors of the network are malicious and deviate from the defined contention mechanism. We use Bianchi’s network model to study the impact of the malicious sensors on the total network throughput, showing that it causes the throughput to be unfairly distributed among sensors. We model this conflict using game theory tools, where each sensor is a player. We obtain analytical solutions and propose an algorithm, based on Regret Matching, to learn the equilibrium of the game with an arbitrary number of players. Our approach is validated via simulations, showing that our theoretical predictions adjust to reality. PMID:29385752
Colby, Marcus J; Dawson, Brian; Heasman, Jarryd; Rogalski, Brent; Rosenberg, Michael; Lester, Leanne; Peeling, Peter
2017-07-01
Colby, MJ, Dawson, B, Heasman, J, Rogalski, B, Rosenberg, M, Lester, L, and Peeling, P. Preseason workload volume and high-risk periods for noncontact injury across multiple Australian Football League seasons. J Strength Cond Res 31(7): 1821-1829, 2017-The purpose of this study was to assess the association between preseason workloads and noncontact injury risk in Australian football players. Individual player injury data were recorded over 4 full seasons (2012-15) from one professional club. Noncontact injury incidence (per 1,000 "on legs" field training and game hours) was compared across the preseason, precompetition, and in-season phases to determine relative noncontact injury risk. Preseason workloads (global positioning system-derived total distance run and sprint distance) and individual (fixed) injury risk factors (age, previous injury history) were incorporated into the analysis. A generalized estimating equation with a binary logistic function modeled potential risk factors with noncontact injury for selected periods across the annual cycle. Odds ratios were calculated to determine the relative injury risk. The (preseason) precompetition phase (19.1 injuries per 1,000 hours) and (in-season) rounds 12-17 (16.0 injuries per 1,000 hours) resulted in the highest injury incidence. Low cumulative total distances in late preseason (<108 km) and precompetition (76-88 km) periods were associated with significantly (p ≤ 0.05) greater injury risk during the in-season phase. In conclusion, these results suggest players are at the greatest injury risk during the precompetition period, with low preseason cumulative workloads associated with increased in-season injury risk. Therefore, strength and conditioning staff should place particular emphasis on achieving at least moderate training loads during and leading into this phase, where competitive game play is first introduced.
On the Origin and Evolutionary History of NANOG
Vivien, Céline; Kodjabachian, Laurent; Demeneix, Barbara; Coen, Laurent; Girardot, Fabrice
2014-01-01
Though pluripotency is well characterized in mammals, many questions remain to be resolved regarding its evolutionary history. A necessary prerequisite for addressing this issue is to determine the phylogenetic distributions and orthology relationships of the transcription factor families sustaining or modulating this property. In mammals, the NANOG homeodomain transcription factor is one of the core players in the pluripotency network. However, its evolutionary history has not been thoroughly studied, hindering the interpretation of comparative studies. To date, the NANOG family was thought to be monogenic, with numerous pseudogenes described in mammals, including a tandem duplicate in Hominidae. By examining a wide-array of craniate genomes, we provide evidence that the NANOG family arose at the latest in the most recent common ancestor of osteichthyans and that NANOG genes are frequently found as tandem duplicates in sarcopterygians and as a single gene in actinopterygians. Their phylogenetic distribution is thus reminiscent of that recently shown for Class V POU paralogues, another key family of pluripotency-controlling factors. However, while a single ancestral duplication has been reported for the Class V POU family, we suggest that multiple independent duplication events took place during evolution of the NANOG family. These multiple duplications could have contributed to create a layer of complexity in the control of cell competence and pluripotency, which could explain the discrepancies relative to the functional evolution of this important gene family. Further, our analysis does not support the hypothesis that loss of NANOG and emergence of the preformation mode of primordial germ cell specification are causally linked. Our study therefore argues for the need of further functional comparisons between NANOG paralogues, notably regarding the novel duplicates identified in sauropsids and non-eutherian mammals. PMID:24465486
Fuller, C W; Junge, A; Dvorak, J
2005-08-01
To identify those risk factors that have the greatest impact on the incidence of head and neck injuries in international football. A case-control study of players sustaining head and neck injuries during 20 FIFA tournaments (men and women) from 1998 to 2004. Video recordings of incidents were used to identify a range of parameters associated with the incidents. Team physicians provided medical reports describing the nature of each injury. chi2 tests (p< or =0.01) and 95% confidence intervals were used to assess differences in distribution and incidence of injury, respectively. In total, 248 head and neck injuries were recorded of which 163 were identified and analysed on video sequences. The commonest injuries were contusions (53%), lacerations (20%), and concussions (11%). The incidence of all head and neck injuries was 12.5/1000 player hours (men 12.8, women 11.5) and 3.7 for lost-time injuries (men 3.5, women 4.1). The commonest causes of injury involved aerial challenges (55%) and the use of the upper extremity (33%) or head (30%). The unfair use of the upper extremity was significantly more likely to cause an injury than any other player action. Only one injury (a neck muscle strain) occurred as a result of heading the ball throughout the 20 tournaments equivalent to 0.05 injuries/1000 player hours. Players' actions most likely to cause a head or neck injury were the use of the upper extremity or the head but in the majority of cases these challenges were deemed to be fair and within the laws of the game.
McCunn, Robert; Fullagar, Hugh H K; Williams, Sean; Halseth, Travis J; Sampson, John A; Murray, Andrew
2017-11-01
American football is widely played by college student-athletes throughout the United States; however, the associated injury risk is greater than in other team sports. Numerous factors likely contribute to this risk, yet research identifying these risk factors is limited. The present study sought to explore the relationship between playing experience and position on injury risk in NCAA Division I college football players. Seventy-six male college student-athletes in the football program of an American NCAA Division I university participated. Injuries were recorded over 2 consecutive seasons. Players were characterized based on college year (freshman, sophomore, junior, or senior) and playing position. The effect of playing experience and position on injury incidence rates was analyzed using a generalized linear mixed-effects model, with a Poisson distribution, log-linear link function, and offset for hours of training exposure or number of in-game plays (for training and game injuries, respectively). The overall rates of non-time-loss and time-loss game-related injuries were 2.1 (90% CI: 1.8-2.5) and 0.6 (90% CI: 0.4-0.8) per 1000 plays, respectively. The overall rates of non-time-loss and time-loss training-related injuries were 26.0 (90% CI: 22.6-29.9) and 7.1 (90% CI: 5.9-8.5) per 1000 h, respectively. During training, seniors and running backs displayed the greatest risk. During games, sophomores, juniors, and wide receivers were at greatest risk. Being aware of the elevated injury risk experienced by certain player groups may help coaches make considered decisions related to training design and player selection.
Epidemiological analysis of doping offences in the professional tennis circuit
2010-01-01
Introduction Tennis is a professional sport under a strict anti-doping control. However, since the first violation of the code, the positive cases have not been statistically studied. The objective of this study was to analyze doping offences in the international professional tennis circuit. Methods All offences to the Doping Code committed by tennis players during 2003-2009 were collected from the ITF official webpage, registered and analyzed. Results An average of 1905.7 (±174.5) samples was obtained per year. Fifty-two doping offences were reported and the overall incidence of positive doping samples accounted for 0.38% and 7.4 (±4.1) cases/year. Male players showed higher incidence doping offences than females (p = 0.0004). The incidence in wheelchair players was higher than in non-handicapped subjects (p = 0.0001) Banned substance distribution showed: stimulants 32.69%, cannabis 23.07%; anabolic 11.53%, diuretics and masking agents 11.53, β2-agonists 9.61%; corticosteroids 3.84%, others 3.84%. The overall incidence of 'social drugs' (cocaine, cannabis) was 36.53%. All EPO and blood samples were normal, while the incidence of 'out-of-competition' offences was 0.12%. The lower incidence of doping was found in Grand Slams tournaments. Conclusions The incidence of positive doping samples among professional tennis players is quite low supporting the assumption that there is no evidence of systematic doping in Tennis. "Social drugs" misuse constitutes the main problem of doping in tennis. Male and wheelchair tennis players showed higher risk of infringing the doping code than their females and non-handicapped counterparts. Findings of this study should help to determine the direction of the ongoing strategy in the fight against doping in Tennis. PMID:21159201
Mental and psychosocial health among current and former professional footballers.
Gouttebarge, V; Frings-Dresen, M H W; Sluiter, J K
2015-04-01
In common with elite athletes from other sport disciplines, severe or recurrent injuries in professional footballers are considered to be major physical and psychosocial stressors, which may predispose to mental health problems during and after their career. To determine the prevalence of mental health problems and psychosocial difficulties in current and former professional footballers, and to explore the association between psychosocial stressors and the health conditions studied. Based on validated scales, a paper and electronic questionnaire was developed for current and former professional footballers and distributed by the World Footballers' Union (FIFPro) and players' unions in six countries. Prevalence was calculated and cross-sectional analyses were conducted. The response rate was 29% with 253 responses available for analysis. The prevalence of mental health complaints ranged from 5% (burnout) to 26% (anxiety/depression) in 149 current players and from 16% (burnout) to 39% (anxiety/depression) in 104 former footballers. The prevalence of psychosocial problems ranged from 3% (low self-esteem) to 26% (adverse nutrition behaviour) in current players and from 5% (low self-esteem) to 42% (adverse nutrition behaviour) in former footballers. In both current and former players, mental health problems were significantly associated with low social support (odds ratio [OR] = 1.1) and recent life events (OR = 1.4-1.6). In former players, previous surgery was significantly associated with smoking (OR = 1.9). The prevalence of mental health problems and/or psychosocial difficulties in current and former professional footballers was found to be high. The presence of mental health problems was associated with low social support and recent life events. © The Author 2015. Published by Oxford University Press on behalf of the Society of Occupational Medicine. All rights reserved. For Permissions, please email: journals.permissions@oup.com.
An analysis of switching and non-switching slot machine player behaviour.
Coates, Ewan; Blaszczynski, Alex
2013-12-01
Learning theory predicts that, given the repeated choice to bet between two concurrently available slot machines, gamblers will learn to bet more money on the machine with higher expected return (payback percentage) or higher win probability per spin (volatility). The purpose of this study was to investigate whether this occurs when the two machines vary orthogonally on payback percentage and volatility. The sample comprised 52 first year psychology students (mean age = 20.3 years, 20 females, 32 males) who had played a gaming machine at least once in the previous 12 months. Participants were administered a battery of questionnaires designed to assess level of knowledge on the characteristics and operation of poker machines, frequency of poker machine play in the past 12 months, personality traits of impulsivity and capacity for cognitive reflection, and gambling beliefs. For the experimental task, participants were instructed to play on two PC-simulated electronic gaming machines (EGMs or slot machines) that differed on payback percentage and volatility, with the option of freely switching between EGMs after a practice phase. Results indicated that participants were able to easily discriminate between machines and manifested a preference to play machines offering higher payback or volatility. These findings diverged from previous findings of no preference for play on higher payback/volatility machines, potentially due to of the current study's absence of the option to make multi-line and multi-credit bets. It was concluded that return rate parameters like payback percentage and volatility strongly influenced slot machine preference in the absence of betting options like multi-line bets, though more research is needed to determine the effects of such betting options on player distribution of money between multiple EGMs.
A Multi-Scale Energy Food Systems Modeling Framework For Climate Adaptation
NASA Astrophysics Data System (ADS)
Siddiqui, S.; Bakker, C.; Zaitchik, B. F.; Hobbs, B. F.; Broaddus, E.; Neff, R.; Haskett, J.; Parker, C.
2016-12-01
Our goal is to understand coupled system dynamics across scales in a manner that allows us to quantify the sensitivity of critical human outcomes (nutritional satisfaction, household economic well-being) to development strategies and to climate or market induced shocks in sub-Saharan Africa. We adopt both bottom-up and top-down multi-scale modeling approaches focusing our efforts on food, energy, water (FEW) dynamics to define, parameterize, and evaluate modeled processes nationally as well as across climate zones and communities. Our framework comprises three complementary modeling techniques spanning local, sub-national and national scales to capture interdependencies between sectors, across time scales, and on multiple levels of geographic aggregation. At the center is a multi-player micro-economic (MME) partial equilibrium model for the production, consumption, storage, and transportation of food, energy, and fuels, which is the focus of this presentation. We show why such models can be very useful for linking and integrating across time and spatial scales, as well as a wide variety of models including an agent-based model applied to rural villages and larger population centers, an optimization-based electricity infrastructure model at a regional scale, and a computable general equilibrium model, which is applied to understand FEW resources and economic patterns at national scale. The MME is based on aggregating individual optimization problems for relevant players in an energy, electricity, or food market and captures important food supply chain components of trade and food distribution accounting for infrastructure and geography. Second, our model considers food access and utilization by modeling food waste and disaggregating consumption by income and age. Third, the model is set up to evaluate the effects of seasonality and system shocks on supply, demand, infrastructure, and transportation in both energy and food.
Why only few are so successful?
NASA Astrophysics Data System (ADS)
Mohanty, P. K.
2007-10-01
In many professions employees are rewarded according to their relative performance. Corresponding economy can be modeled by taking N independent agents who gain from the market with a rate which depends on their current gain. We argue that this simple realistic rate generates a scale-free distribution even though intrinsic ability of agents are marginally different from each other. As an evidence we provide distribution of scores for two different systems (a) the global stock game where players invest in real stock market and (b) the international cricket.
Addressing tomorrow's DMO technical challenges today
NASA Astrophysics Data System (ADS)
Milligan, James R.
2009-05-01
Distributed Mission Operations (DMO) is essentially a type of networked training that pulls in participants from all the armed services and, increasingly, allies to permit them to "game" and rehearse highly complex campaigns, using a mix of local, distant, and virtual players. The United States Air Force Research Laboratory (AFRL) is pursuing Science and Technology (S&T) solutions to address technical challenges associated with distributed communications and information management as DMO continues to progressively scale up the number, diversity, and geographic dispersal of participants in training and rehearsal exercises.
2-Player Game With Uncertainty to Protect Mission Critical Information Over Blue Networks
2009-04-01
Eclipse 233MHz 512MB 700MB JAVA 6 166MHz 64MB 98MB Key Focus Sensor Honeypot 1.5 GHz 512MB 500MB Distributed Data Pastry JAVA...defense, Pastry , run. JAVA 6 is an added plug-in that helps Eclipse software. There are many defenses that can be used to help alongside this project but...each defense to be used. Encryption : Steganos Privacy Suite 2008 Honeypots : Key Focus Sensor Distributed Data: Pastry 7 Table 2 Domain
Coach/player relationships in tennis.
Prapavessis, H; Gordon, S
1991-09-01
The present study examined the variables that predict coach/athlete compatibility. Compatibility among a sample of 52 elite tennis coach/player dyads was assessed using a sport adapted version of Schutz's (1966) Fundamental Interpersonal Relations Orientation-Behaviour (FIRO-B), a sport adapted version of Fiedler's (1967) Least Preferred Co-worker scale (LPC), and Chelladurai and Saleh's (1980) Leadership Scale for Sport (LSS). Self-ratings of the quality of the interaction were obtained from both coach and athlete. Multiple-regression analyses using self-rating scores as the dependent measure were carried out to determine which variables best predicted the degree of compatibility. The sole inventory that significantly predicted compatibility was the LSS. More specifically, the discrepancy between the athlete's preferences and perceptions on the autocratic dimension was the best predictor. Implications for tennis coaches and recommendations for future research in this area are discussed.
Sakata, Jun; Nakamura, Emi; Suzukawa, Makoto; Akaike, Atsushi; Shimizu, Kuniaki
2017-01-01
The physical risk factors for a medial elbow injury in junior baseball players are unknown. To identify the risk factors for an initial medial elbow injury in junior baseball players. Case-control study; Level of evidence, 3. Junior baseball players (aged 6-12 years) without a history of elbow pain underwent a clinical assessment, ultrasonography, and physical function measurements before the baseball season started. Bilateral passive range of motion (ROM) of elbow extension and flexion, external rotation (ER) and internal rotation (IR) of the shoulder, and ER and IR of the hip were measured. IR and ER strength of the shoulder and scapular muscles were measured on both sides. The thoracic kyphosis angle was measured with participants in a relaxed standing position. Before these examinations, every participant completed a questionnaire regarding his or her age, sex, total years of baseball played, position in baseball, number of balls thrown, and episodes of pain during throwing. After the initial test session, each participant was followed up for 12 months to assess for the occurrence of a new injury. Multiple regression analysis was used to identify the risk factors for a medial elbow injury. Seventy-eight players (22.1%) sustained a medial elbow injury. Age ≥9 years (odds ratio [OR], 2.708; 95% CI, 1.224-5.990), pitcher position (OR, 2.620; 95% CI, 1.389-4.941), >100 throws per day (OR, 1.936; 95% CI, 1.072-3.497), thoracic kyphosis angle ≥30° (OR, 2.501; 95% CI, 1.381-4.531), and elbow extension deficit ≥5° (OR, 1.973; 95% CI, 1.022-3.809) were significantly associated with a medial elbow injury. The incidence of an initial medial elbow injury was 22.1%. Age, number of throws per day, thoracic kyphosis angle, and elbow extension deficit are newly discovered risk factors related to physical function. Improvement of the posture and early detection of a silent elbow extension deficit may prevent a medial elbow injury.
Ahmad, Christopher S; Dick, Randall W; Snell, Edward; Kenney, Nick D; Curriero, Frank C; Pollack, Keshia; Albright, John P; Mandelbaum, Bert R
2014-06-01
Hamstring strains are a recognized cause of disability for athletes in many sports, but no study exists that reports the incidence and circumstances surrounding these injuries in professional baseball. Professional baseball players have a high incidence of hamstring strains, and these injuries are influenced by multiple factors including history of hamstring injury, time period within the season, and activity of base running. Descriptive epidemiologic study. For the 2011 season, injury data were prospectively collected for every Major League Baseball (MLB) major and minor league team and recorded in the MLB's Injury Surveillance System. Data collected for this study included date of injury, activity in which the player was engaged at the time of injury, and time loss. Injury rates were reported in injuries per athlete-exposure (A-E). Athlete-exposures were defined as the average number of players on a team who were participating in a game multiplied by the number of games. In the major leagues, 50 hamstring strains were reported for an injury rate (IR) of 0.7 per 1000 A-Es and averaged 24 days missed. In the minor leagues, 218 hamstring strains were reported for an IR of 0.7 per 1000 A-Es and averaged 27 days missed. Base running, specifically running to first base, was the top activity for sustaining a hamstring strain in both major and minor leagues, associated with almost two-thirds of hamstring strains. Approximately two-thirds of these injuries in both the major and minor leagues resulted in more than 7 days of time loss. Approximately 25% of these injuries kept the player out for 1 month or longer. History of a previous hamstring strain in the prior year, 2010, was found in 20% of the major league players and 8% of the minor league players. In the major leagues, the month of May had a statistically significant higher frequency of hamstring injuries than any other month in the season (P = .0153). Hamstring strains are a considerable cause of disability in professional baseball and are affected by history of hamstring strain, seasonal timing, and running to first base. © 2014 The Author(s).
Luiggi, Maxime; Rindler, Victoria; Griffet, Jean
2018-02-01
Sport practice is a key factor in a person's physical and mental health but, for adolescent athletes, some injuries lead to health problems in the long term. The literature provides multiple factors for understanding injury but does not give information about injury risk related to each level of play in a large sample of multisport athletes. This study investigates this relationship in 14- to 19-year-old adolescents. The survey on adolescents and health was conducted in classrooms of France, from February to March 2015. Only sports players were included in the analyses (n = 986). The levels of play were divided into five categories: outside of a club/no competition, club player/no competition, club player/local level, club player/state level and club player/national and higher level. A three-step binary logistic regression analysis with age, sex, type of sport, weekly hours of exposure, and level of play was used. During the past year, 48.1% of the adolescents were injured. Age and sex were not risk factors. The injury risk associated with the increases in level of play is higher than those related to the hours of exposure per week or the type of sport. In clubs, adolescents who do not compete or play at a local level showed no evidence of greater injury risk whereas state-level and national- and higher-level athletes were at greater risk than outside-of-club players (OR = 2.18, 95%CI = 1.13-3.94 and OR = 3.89, 95%CI = 2.07-7.31, respectively). Adolescents who play sports in clubs are clearly more exposed to injury than those who play outside of a club, mainly from state level. Age and sex are not related to injury. Future epidemiological studies should control adolescents' level of play. Special attention should be accorded to the injury risk of athletes playing at these levels of competition.
Singh, Sameer K; Larkin, Kevin E; Kadakia, Anish R; Hsu, Wellington K
Professional athletes are predisposed to fractures of the foot due to large stresses placed on the lower extremity. These players are concerned with efficiently returning to play at a high level. Return-to-play rates after operative treatment have been previously reported, yet performance outcomes after such treatment are generally unknown in this population. Overall, professional athletes sustaining a foot fracture would return to play at high rates with little impact on postoperative performance or league participation. However, National Football League (NFL) athletes would have a significantly greater decline in performance due to the high-impact nature of the sport. Case series. Level 4. Athletes in the National Basketball League (NBA), NFL, Major League Baseball (MLB), and National Hockey League (NHL) undergoing operative fixation of a foot fracture were identified through a well-established protocol confirmed by multiple sources of the public record. Return-to-play rate and time to return were collected for each sport. League participation and game performance data were collected before and after surgery. Statistical analysis was performed, with significance accepted as P ≤ 0.05. A total of 77 players undergoing 84 procedures met the inclusion criteria. Overall, 98.7% (76/77) of players were able to return to play, with a median time to return across all sports of 137 days. Players returned to preoperative performance levels within 1 season of surgery. Six players (7.8%) sustained refracture requiring reoperation, all of whom were in the NBA. Percentage of games started during the season after primary operative treatment was a predictive factor for reinjury (99% vs 40%, P = 0.001). Athletes returned to play at a high rate after foot fracture fixation, with excellent postoperative performance levels, regardless of sport and fracture location. NBA athletes sustaining fifth metatarsal and navicular fractures are at greater risk of reinjury compared with other athletes. Returning to high levels of athletic participation soon after surgery may predispose athletes to refracture and subsequent reoperation. Players, coaches, and team physicians should be aware of the impact of foot fractures on career performance and longevity to best guide therapy.
Qi, Yanyan; Wu, Haiyan; Raiha, Syeda; Liu, Xun
2018-04-01
Social value orientation (SVO) is a personality trait that is closely associated with social comparison preference. However, little is known about how the different types of SVO (i.e., proself vs. prosocial) modulate the behaviour and neural underpinnings of its interaction with social context. In the present study, we examined electrophysiological correlates captured when individuals with different SVOs engaged in a gambling game with two other players (a socially disliking player, person A, vs. a socially liking player, person B). Three main findings are reported in our study. 1) Social comparison effects were manifested in feedback-related negativity (FRN) (the most negative FRN was expressed in the large difference condition, and the least negative FRN was expressed in the even condition), and this effect was modulated by both the win/loss context and SVO. That is, in a self-win context, FRN exhibited a social comparison effect for both prosocials and proselfs. In the self-loss condition, only prosocials displayed this effect. 2) Both groups displayed an enhanced FRN to person A's (the disliked player's) loss compared with the FRN to A's win in the self-win context, whereas only prosocials displayed a more negative FRN to A's win compared to A's loss in the self-loss context. 3) There was a social liking effect, but not a social comparison effect, on the P300, showing that for prosocials only, winning with a socially liking player elicited an increased P300 compared to winning with a disliking player. These findings suggest that the influences of SVO on social comparison are automatic and context dependent, which is reflected by a semi-automatic FRN in which prosocials are sensitive to others' wins or losses in both the self-win and self-loss contexts, whereas proselfs are not interested in others' outcomes in the self-loss context. Furthermore, interpersonal relationships affected the P300 for prosocials when they won but had no effect on the proselfs. This work sheds light on the neural basis of outcome evaluation in multiple social contexts and its individual differences in automatic social comparison situations. Copyright © 2018 Elsevier Ltd. All rights reserved.
Bone marrow micro-environment is a crucial player for myelomagenesis and disease progression
Mondello, Patrizia; Cuzzocrea, Salvatore; Navarra, Michele; Mian, Michael
2017-01-01
Despite the advent of many therapeutic agents, such as bortezomib and lenalidomide that have significantly improved the overall survival, multiple myeloma remains an incurable disease. Failure to cure is multifactorial and can be attributed to the underlying genetic heterogeneity of the cancer and to the surrounding micro-environment. Understanding the mutual interaction between myeloma cells and micro-environment may lead to the development of novel treatment strategies able to eradicate this disease. In this review we discuss the principal molecules involved in the micro-environment network in multiple myeloma and the currently available therapies targeting them. PMID:28099912
Sustained Authorship: Digital Writing, Self-Publishing, and the Ebook
ERIC Educational Resources Information Center
Laquintano, Tim
2010-01-01
This article reports on a digital ethnography that examines writing, authorship, and self-publication in an online niche market. Drawing on interview and web data collected over 3 years, it focuses on the writing practices that have supported the production, distribution, and sanction of 13 ebooks self-published by online poker players. The…
Internet Wargaming with Distributed Processing Using the Client-Server Model
1997-03-01
in for war game development . There are tool kits for writing binary files that are interpreted by a particular plug-in. The most popular plug-in set...multi-player game development , the speed with which the environment is changing should be taken into 35 account. For this project JavaScript was chosen
NASA Astrophysics Data System (ADS)
Schneider, Kai; Kadoch, Benjamin; Bos, Wouter
2017-11-01
The angle between two subsequent particle displacement increments is evaluated as a function of the time lag. The directional change of particles can thus be quantified at different scales and multiscale statistics can be performed. Flow dependent and geometry dependent features can be distinguished. The mean angle satisfies scaling behaviors for short time lags based on the smoothness of the trajectories. For intermediate time lags a power law behavior can be observed for some turbulent flows, which can be related to Kolmogorov scaling. The long time behavior depends on the confinement geometry of the flow. We show that the shape of the probability distribution function of the directional change can be well described by a Fischer distribution. Results for two-dimensional (direct and inverse cascade) and three-dimensional turbulence with and without confinement, illustrate the properties of the proposed multiscale statistics. The presented Monte-Carlo simulations allow disentangling geometry dependent and flow independent features. Finally, we also analyze trajectories of football players, which are, in general, not randomly spaced on a field.
Michalsik, Lars B; Aagaard, Per; Madsen, Klavs
2015-04-01
To determine the physical demands placed on female elite team handball (TH) players in relation to playing position and body anthropometry, female elite TH primarily field players were monitored during match-play using video recording and subsequent computerized technical match analysis during 5 regular tournament match seasons. Technical match activities were distributed in 6 major types of playing actions (shots, breakthroughs, fast breaks, technical errors, defensive errors, and tackles) and further divided into various subcategories (e.g., type of shot, hard or light tackles, claspings, screenings, and blockings). Furthermore, anthropometric measurements were performed. Each player had 28.3 ± 11.0 (group means ± SD) high-intense playing actions per match with a total effective playing time of 50.70 ± 5.83 minutes. On average, each player made 2.8 ± 2.6 fast breaks, gave 7.9 ± 14.4 screenings, received 14.6 ± 9.2 tackles in total, and performed 7.7 ± 3.7 shots while in offense, along with 3.5 ± 3.8 blockings, 1.9 ± 2.7 claspings, and 6.2 ± 3.8 hard tackles in defense. Mean body height, body mass, and age in the Danish Premier Female Team Handball League were 175.4 ± 6.1 cm, 69.5 ± 6.5 kg, and 25.4 ± 3.7 years, respectively. Wing players were lighter (63.5 ± 4.8 kg, p < 0.001) and smaller (169.3 ± 4.9 cm, p < 0.001) than backcourt players (BP) (70.6 ± 5.3 kg, 177.0 ± 5.4 cm) and pivots (PV) (72.5 ± 4.9 kg, 177.7 ± 4.9 cm). In conclusion, the present match observations revealed that female elite TH players during competitive games intermittently perform a high number of short-term, high-intense technical playing actions making modern female elite TH a physically demanding team sport. No sign of technical fatigue were observed, since the amount of intense technical playing actions remained unchanged in the second half. Marked positional differences in the physical demands were demonstrated, with wing players performing more fast breaks and less physical confrontations than BP and PV. Body anthropometry differed substantially between different playing positions. Consequently, this should lead to an increase in physical training in modern female elite TH directed at specific positions and individual physical capacity.
Coughlin, Jennifer M; Wang, Yuchuan; Minn, Il; Bienko, Nicholas; Ambinder, Emily B; Xu, Xin; Peters, Matthew E; Dougherty, John W; Vranesic, Melin; Koo, Soo Min; Ahn, Hye-Hyun; Lee, Merton; Cottrell, Chris; Sair, Haris I; Sawa, Akira; Munro, Cynthia A; Nowinski, Christopher J; Dannals, Robert F; Lyketsos, Constantine G; Kassiou, Michael; Smith, Gwenn; Caffo, Brian; Mori, Susumu; Guilarte, Tomas R; Pomper, Martin G
2017-01-01
Microglia, the resident immune cells of the central nervous system, play an important role in the brain's response to injury and neurodegenerative processes. It has been proposed that prolonged microglial activation occurs after single and repeated traumatic brain injury, possibly through sports-related concussive and subconcussive injuries. Limited in vivo brain imaging studies months to years after individuals experience a single moderate to severe traumatic brain injury suggest widespread persistent microglial activation, but there has been little study of persistent glial cell activity in brains of athletes with sports-related traumatic brain injury. To measure translocator protein 18 kDa (TSPO), a marker of activated glial cell response, in a cohort of National Football League (NFL) players and control participants, and to report measures of white matter integrity. This cross-sectional, case-control study included young active (n = 4) or former (n = 10) NFL players recruited from across the United States, and 16 age-, sex-, highest educational level-, and body mass index-matched control participants. This study was conducted at an academic research institution in Baltimore, Maryland, from January 29, 2015, to February 18, 2016. Positron emission tomography-based regional measures of TSPO using [11C]DPA-713, diffusion tensor imaging measures of regional white matter integrity, regional volumes on structural magnetic resonance imaging, and neuropsychological performance. The mean (SD) ages of the 14 NFL participants and 16 control participants were 31.3 (6.1) years and 27.6 (4.9) years, respectively. Players reported a mean (SD) of 7.0 (6.4) years (range, 1-21 years) since the last self-reported concussion. Using [11C]DPA-713 positron emission tomographic data from 12 active or former NFL players and 11 matched control participants, the NFL players showed higher total distribution volume in 8 of the 12 brain regions examined (P < .004). We also observed limited change in white matter fractional anisotropy and mean diffusivity in 13 players compared with 15 control participants. In contrast, these young players did not differ from control participants in regional brain volumes or in neuropsychological performance. The results suggest that localized brain injury and repair, indicated by higher TSPO signal and white matter changes, may be associated with NFL play. Further study is needed to confirm these findings and to determine whether TSPO signal and white matter changes in young NFL athletes are related to later onset of neuropsychiatric symptoms.
ERIC Educational Resources Information Center
Isaacson, Thomas E.
2012-01-01
Negative news about collegiate sports teams in the United States is nearly unavoidable for most universities. The sheer number of athletes involved in multiple programs at major universities increases the likelihood of problems. American football programs alone include rosters of 100 or more players, and the total number of athletes at National…
ERIC Educational Resources Information Center
Barabasch, Antje; Petrick, Stefanie
2012-01-01
In its attempt to become a member of the European Union (EU), Turkey is challenged to upgrade its workforce to keep up with economic developments and improve the living conditions in the country. Multiple policy players on global, European and transnational levels are assisting in reforming Turkey's vocational education and training (VET) sector.…
The Influence of Counterfactual Comparison on Fairness in Gain-Loss Contexts.
Li, Qi; Wang, Chunsheng; Taxer, Jamie; Yang, Zhong; Zheng, Ya; Liu, Xun
2017-01-01
Fairness perceptions may be affected by counterfactual comparisons. Although certain studies using a two-player ultimatum game (UG) have shown that comparison with the proposers influences the responders' fairness perceptions in a gain context, the effect of counterfactual comparison in a UG with multiple responders or proposers remains unclear, especially in a loss context. To resolve these issues, this study used a modified three-player UG with multiple responders in Experiment 1 and multiple proposers in Experiment 2 to examine the influence of counterfactual comparison on fairness-related decision-making in gain and loss contexts. The two experiments consistently showed that regardless of the gain or loss context, the level of inequality of the offer and counterfactual comparison influenced acceptance rates (ARs), response times (RTs), and fairness ratings (FRs). If the offers that were received were better than the counterfactual offers, unequal offers were more likely to be accepted than equal offers, and participants were more likely to report higher FRs and to make decisions more quickly. In contrast, when the offers they received were worse than the counterfactual offers, participants were more likely to reject unequal offers than equal offers, reported lower FRs, and made decisions more slowly. These results demonstrate that responders' fairness perceptions are influenced by not only comparisons of the absolute amount of money that they would receive but also specific counterfactuals from other proposers or responders. These findings improve our understanding of fairness perceptions.
The Influence of Counterfactual Comparison on Fairness in Gain-Loss Contexts
Li, Qi; Wang, Chunsheng; Taxer, Jamie; Yang, Zhong; Zheng, Ya; Liu, Xun
2017-01-01
Fairness perceptions may be affected by counterfactual comparisons. Although certain studies using a two-player ultimatum game (UG) have shown that comparison with the proposers influences the responders' fairness perceptions in a gain context, the effect of counterfactual comparison in a UG with multiple responders or proposers remains unclear, especially in a loss context. To resolve these issues, this study used a modified three-player UG with multiple responders in Experiment 1 and multiple proposers in Experiment 2 to examine the influence of counterfactual comparison on fairness-related decision-making in gain and loss contexts. The two experiments consistently showed that regardless of the gain or loss context, the level of inequality of the offer and counterfactual comparison influenced acceptance rates (ARs), response times (RTs), and fairness ratings (FRs). If the offers that were received were better than the counterfactual offers, unequal offers were more likely to be accepted than equal offers, and participants were more likely to report higher FRs and to make decisions more quickly. In contrast, when the offers they received were worse than the counterfactual offers, participants were more likely to reject unequal offers than equal offers, reported lower FRs, and made decisions more slowly. These results demonstrate that responders' fairness perceptions are influenced by not only comparisons of the absolute amount of money that they would receive but also specific counterfactuals from other proposers or responders. These findings improve our understanding of fairness perceptions. PMID:28536542
Games That Teach Concepts Around the Nexus of Energy, Water, and Climate
NASA Astrophysics Data System (ADS)
Mayhew, M. A.; Hall, M.; Balaban, S.
2013-12-01
Three manifestations of the extreme amplification of the human population--exploding worldwide demand for energy, increasing exploitation of and competition for water resources, and alteration of the planet's climate--are tightly intertwined. All processes for generating energy require consumption of water, for some processes enormous quantities. It takes water to get energy. The inverse is also true: it takes energy to get water. It takes energy to move water from where it is stored to where it is needed. Burning fossil fuels for energy has increased greenhouse gasses in the atmosphere, resulting in increases in the average temperature of the Earth. But the response of the climate system is exceedingly complex. Changes in atmospheric circulation due to global warming are altering weather patterns and changing the distribution of water on the planet. Climate-related weather events alter availability of water and impact energy supply and demand. This is the nexus of energy, water, and climate. We have created two lively card games that convey the nexus concepts. They have been extensively play-tested with groups from middle school to adult; they have been found to be both educational and fun. A distinguished advisory committee, including representatives of the national labs, has insured the scientific accuracy of the games. In the first game, Thirst For Power, each player is the governor of a region; a GOAL card specifies the amount of General and Transportation energy needed for the region, achieved via ENERGY SOURCE cards. WATER cards are used as currency for obtaining energy sources. Each energy source has an associated 'environmental impact' penalty, meaning greenhouse gas emissions, but also other things like water and air pollution. ACTION cards (TECHNOLOGY, POLICY, AND CLIMATE) act much like 'Chance' cards in Monopoly to change the course of the game. The first player to achieve energy goals without exceeding an environmental impact limit for the region wins the game. The second game, Challenge and Persuade, is as simple as Thirst for Power is complex. It involves two card decks, the first containing a set of adjectives, the second having cards containing a series of facts, each in some way related to the inter-dependency of energy, water, and climate. Players take turns being the 'Judge,' who calls out the adjective on a drawn card. Other players must make up an argument based on information in three drawn 'fact' cards and using the adjective. The player with the best argument as determined by the Judge wins the round. The first player to win three rounds wins the game. This game can become quite riotous. Teenage players have called the nexus games 'informative, intellectual, and fun.' The games can be played in a variety of settings, from play at home on family game night to use in the classroom as an adjunct to an Earth and Environmental Science, Geography, or Government course. The games are being commercially distributed. For further information about them go to http://www.isenm.org/games.
Bishop, Chris; Read, Paul; McCubbine, Jermaine; Turner, Anthony
2018-02-27
Inter-limb asymmetries have been shown to be greater during vertical jumping compared to horizontal jumping. Notable inter-limb differences have also been established at an early age in male youth soccer players. Furthermore, given the multi-planar nature of soccer, establishing between-limb differences from multiple jump tests is warranted. At present, a paucity of data exists regarding asymmetries in youth female soccer players and their effects on physical performance. The aims of this study were to quantify inter-limb asymmetries from unilateral jump tests and examine their effects on speed and jump performance. Nineteen elite youth female soccer players performed a single leg countermovement jump (SLCMJ), single, triple, and crossover hops for distance and a 20 m sprint test. Test reliability was good to excellent (ICC = 0.81-0.99) and variability acceptable (CV = 1.74-5.42%). A one-way ANOVA highlighted larger asymmetries from the SLCMJ compared to all other jump tests (p < 0.05). Pearson's correlations portrayed significant relationships between vertical asymmetries from the SLCMJ and slower sprint times (r = 0.49-0.59). Significant negative relationships were also found between horizontal asymmetries during the triple hop test and horizontal jump performance (r = -0.47 to -0.58) and vertical asymmetries during the SLCMJ and vertical jump performance (r = -0.47 to -0.53). The results from this study highlight that the SLCMJ appears to be the most appropriate jump test for identifying between-limb differences with values ∼12% showing negative associations with sprint times. Furthermore, larger asymmetries are associated with reduced jump performance and would appear to be direction-specific. Practitioners can use this information as normative data to be mindful of when quantifying inter-limb asymmetries and assessing their potential impact on physical performance in youth female soccer players.
Buchheit, Martin; Al Haddad, Hani; Mendez-Villanueva, Alberto; Quod, Marc J.; Bourdon, Pitre C.
2011-01-01
The purpose of this study was to examine the effect of maturation on post-exercise hemodynamic and autonomic responses. Fifty-five highly trained young male soccer players (12–18 years) classified as pre-, circum-, or post-peak height velocity (PHV) performed a graded running test to exhaustion on a treadmill. Before (Pre) and after (5th–10th min, Post) exercise, heart rate (HR), stroke volume (SV), cardiac output (CO), arterial pressure (AP), and total peripheral resistance (TPR) were monitored. Parasympathetic (high frequency [HFRR] of HR variability (HRV) and baroreflex sensitivity [Ln BRS]) and sympathetic activity (low frequency [LFSAP] of systolic AP variability) were estimated. Post-exercise blood lactate [La]b, the HR recovery (HRR) time constant, and parasympathetic reactivation (time-varying HRV analysis) were assessed. In all three groups, exercise resulted in increased HR, CO, AP, and LFSAP (P < 0.001), decreased SV, HFRR, and Ln BRS (all P < 0.001), and no change in TPR (P = 0.98). There was no “maturation × time” interaction for any of the hemodynamic or autonomic variables (all P > 0.22). After exercise, pre-PHV players displayed lower SV, CO, and [La]b, faster HRR and greater parasympathetic reactivation compared with circum- and post-PHV players. Multiple regression analysis showed that lean muscle mass, [La]b, and Pre parasympathetic activity were the strongest predictors of HRR (r2 = 0.62, P < 0.001). While pre-PHV players displayed a faster HRR and greater post-exercise parasympathetic reactivation, maturation had little influence on the hemodynamic and autonomic responses following maximal running exercise. HRR relates to lean muscle mass, blood acidosis, and intrinsic parasympathetic function, with less evident impact of post-exercise autonomic function. PMID:22013423
Concussive Injuries in Rugby 7s: An American Experience and Current Review.
Lopez, Victor; Ma, Richard; Weinstein, Meryle G; Cantu, Robert C; Myers, Laurel S D; Nadkar, Nisha S; Victoria, Christian; Allen, Answorth A
2016-07-01
There is a comparative lack of concussion incidence data on the new Olympic sport Rugby 7s. This study aimed to determine the incidence (number of concussions per 1000 playing hours [ph]), mean and median severity (days absence), and cause of concussive injuries. This is a prospective epidemiology study, amateur to elite/national candidate, male (9768) and female (3876) players in USA Rugby sanctioned tournaments, compliant with the international consensus statement for studies in rugby union. Concussions in US Rugby 7s were 7.7/1000 ph (n = 67). Women encountered concussions at 8.1/1000 ph, and men at 7.6/1000 ph (risk ratio [RR] = 1.10, P = 0.593). Elite/national-level players encountered concussions at higher rates (18.3/1000 ph) than lower levels (6.4/1000 ph; RR = 5.48, P < 0.001). Nonelite backs had higher concussive injury rates compared with forwards (7.7/1000 ph; 3.6/1000 ph; RR = 1.28, P = 0.024). Women missed 36.7 d absence from play, meanwhile men missed 27.9 d (P = 0.245). Retrospective history recall reflected previous concussive injuries occurred in 43% of the current study's cohort; of these, 57% encountered multiple concussions within 1 yr. The incidence of repetitive concussions was not statistically different between genders (RR = 1.09, P = 0.754). Most concussions occurred from tackles (63%) and collisions (24%) (P = 0.056). Sports-related concussions occurred with frequency among US amateur Rugby 7s players. US Elite tournament players sustained concussions at much higher rates than international male Rugby 7s counterparts. A substantial portion of US players who sustained a concussion had previous concussion injuries. Given the high rate of concussion, including repetitive concussive injuries, US Rugby 7s may benefit from concussion prevention measures similar to other contact sports such as instruction on proper tackling techniques, in-game and postgame medical assessment, and a standardized return-to-play protocol.
Moreira, Alexandre; Massa, Marcelo; Thiengo, Carlos R; Rodrigues Lopes, Rafael Alan; Lima, Marcelo R; Vaeyens, Roel; Barbosa, Wesley P; Aoki, Marcelo S
2017-12-01
The aim of this study was to examine the influence of hormonal status, anthropometric profile, sexual maturity level, and physical performance on the technical abilities of 40 young male soccer players during small-sided games (SSGs). Anthropometric profiling, saliva sampling, sexual maturity assessment (Tanner scale), and physical performance tests (Yo-Yo and vertical jumps) were conducted two weeks prior to the SSGs. Salivary testosterone was determined by the enzyme-linked immunosorbent assay method. Technical performance was determined by the frequency of actions during SSGs. Principal component analyses identified four technical actions of importance: total number of passes, effectiveness, goal attempts, and total tackles. A multivariate canonical correlation analysis was then employed to verify the prediction of a multiple dependent variables set (composed of four technical actions) from an independent set of variables, composed of testosterone concentration, stage of pubic hair and genitalia development, vertical jumps and Yo-Yo performance. A moderate-to-large relationship between the technical performance set and the independent set was observed. The canonical correlation was 0.75 with a canonical R 2 of 0.45. The highest structure coefficient in the technical performance set was observed for tackles (0.77), while testosterone presented the highest structure coefficient (0.75) for the variables of the independent set. The current data suggest that the selected independent set of variables might be useful in predicting SSG performance in young soccer players. Coaches should be aware that physical development plays a key role in technical performance to avoid decision-making mistakes during the selection of young players.
Network characteristics for server selection in online games
NASA Astrophysics Data System (ADS)
Claypool, Mark
2008-01-01
Online gameplay is impacted by the network characteristics of players connected to the same server. Unfortunately, the network characteristics of online game servers are not well-understood, particularly for groups that wish to play together on the same server. As a step towards a remedy, this paper presents analysis of an extensive set of measurements of game servers on the Internet. Over the course of many months, actual Internet game servers were queried simultaneously by twenty-five emulated game clients, with both servers and clients spread out on the Internet. The data provides statistics on the uptime and populations of game servers over a month long period an an in-depth look at the suitability for game servers for multi-player server selection, concentrating on characteristics critical to playability--latency and fairness. Analysis finds most game servers have latencies suitable for third-person and omnipresent games, such as real-time strategy, sports and role-playing games, providing numerous server choices for game players. However, far fewer game servers have the low latencies required for first-person games, such as shooters or race games. In all cases, groups that wish to play together have a greatly reduced set of servers from which to choose because of inherent unfairness in server latencies and server selection is particularly limited as the group size increases. These results hold across different game types and even across different generations of games. The data should be useful for game developers and network researchers that seek to improve game server selection, whether for single or multiple players.
Anonymous Transactions in Computer Networks
NASA Astrophysics Data System (ADS)
Dolev, Shlomi; Kopeetsky, Marina
We present schemes for providing anonymous transactions while privacy and anonymity are preserved, providing user anonymous authentication in distributed networks such as the Internet. We first present a practical scheme for anonymous transactions while the transaction resolution is assisted by a Trusted Authority. This practical scheme is extended to a theoretical scheme where a Trusted Authority is not involved in the transaction resolution. Given an authority that generates for each player hard to produce evidence EVID (e. g., problem instance with or without a solution) to each player, the identity of a user U is defined by the ability to prove possession of said evidence. We use Zero-Knowledge proof techniques to repeatedly identify U by providing a proof that U has evidence EVID, without revealing EVID, therefore avoiding identity theft.
Dynamic game balancing implementation using adaptive algorithm in mobile-based Safari Indonesia game
NASA Astrophysics Data System (ADS)
Yuniarti, Anny; Nata Wardanie, Novita; Kuswardayan, Imam
2018-03-01
In developing a game there is one method that should be applied to maintain the interest of players, namely dynamic game balancing. Dynamic game balancing is a process to match a player’s playing style with the behaviour, attributes, and game environment. This study applies dynamic game balancing using adaptive algorithm in scrolling shooter game type called Safari Indonesia which developed using Unity. The game of this type is portrayed by a fighter aircraft character trying to defend itself from insistent enemy attacks. This classic game is chosen to implement adaptive algorithms because it has quite complex attributes to be developed using dynamic game balancing. Tests conducted by distributing questionnaires to a number of players indicate that this method managed to reduce frustration and increase the pleasure factor in playing.
Towards understanding the guessing game: a dynamical systems’ perspective
NASA Astrophysics Data System (ADS)
Reimann, Stefan
2004-08-01
The so-called “Guessing Game” or α-Beauty Contest serves as a paradigmatic conceptual framework for competitive price formation on financial markets beyond traditional equilibrium finance. It highlights features that are reasonable to consider when dealing with price formation on real markets. Nonetheless this game is still poorly understood. We propose a model which is essentially based on two assumptions: (1) players consider intervals rather than exact numbers to cope with incomplete knowledge and (2) players iteratively update their recent guesses. It provides an explanation for typical patterns observed in real data, such as the strict positivity of outcomes in the 1-shot setting, the skew background distribution of guessed numbers, as well as the polynomial convergence towards the game-theoretic Nash equilibrium in the iterative setting.
Avipoxviruses: infection biology and their use as vaccine vectors.
Weli, Simon C; Tryland, Morten
2011-02-03
Avipoxviruses (APVs) belong to the Chordopoxvirinae subfamily of the Poxviridae family. APVs are distributed worldwide and cause disease in domestic, pet and wild birds of many species. APVs are transmitted by aerosols and biting insects, particularly mosquitoes and arthropods and are usually named after the bird species from which they were originally isolated. The virus species Fowlpox virus (FWPV) causes disease in poultry and associated mortality is usually low, but in flocks under stress (other diseases, high production) mortality can reach up to 50%. APVs are also major players in viral vaccine vector development for diseases in human and veterinary medicine. Abortive infection in mammalian cells (no production of progeny viruses) and their ability to accommodate multiple gene inserts are some of the characteristics that make APVs promising vaccine vectors. Although abortive infection in mammalian cells conceivably represents a major vaccine bio-safety advantage, molecular mechanisms restricting APVs to certain hosts are not yet fully understood. This review summarizes the current knowledge relating to APVs, including classification, morphogenesis, host-virus interactions, diagnostics and disease, and also highlights the use of APVs as recombinant vaccine vectors.
NCAA Money for Student Assistance Lands in Many Pockets, Big Ten Document Shows
ERIC Educational Resources Information Center
Wolverton, Brad
2013-01-01
Amid a national debate about paying college athletes, the NCAA likes to tout its often-overlooked Student Assistance Fund, whose goal is to provide direct financial support to players. The fund--which draws from the association's multibillion-dollar media-rights deals--will distribute some $75-million this year to Division I athletes. The money…
Beat the Smokeless Habit. Game Plan for Success. Third Edition.
ERIC Educational Resources Information Center
National Cancer Inst. (NIH), Bethesda, MD.
This guide was originally designed for professional baseball players but it is now distributed to college athletes. The facts and strategies apply to any athlete in any sport. Use of smokeless tobacco or snuff greatly increases the risk of developing oral cancer and other serious medical conditions. The first part of this guide explains the health…
Information Theory - The Bridge Connecting Bounded Rational Game Theory and Statistical Physics
NASA Technical Reports Server (NTRS)
Wolpert, David H.
2005-01-01
A long-running difficulty with conventional game theory has been how to modify it to accommodate the bounded rationality of all red-world players. A recurring issue in statistical physics is how best to approximate joint probability distributions with decoupled (and therefore far more tractable) distributions. This paper shows that the same information theoretic mathematical structure, known as Product Distribution (PD) theory, addresses both issues. In this, PD theory not only provides a principle formulation of bounded rationality and a set of new types of mean field theory in statistical physics; it also shows that those topics are fundamentally one and the same.
Distributional Preferences, Reciprocity-Like Behavior, and Efficiency in Bilateral Exchange
Benjamin, Daniel J.
2014-01-01
Under what conditions do distributional preferences, such as altruism or a concern for fair outcomes, generate efficient trade? I analyze theoretically a simple bilateral exchange game: each player sequentially takes an action that reduces his own material payoff but increases the other player’s. Each player’s preferences may depend on both his/her own material payoff and the other player’s. I identify two key properties of the second-mover’s preferences: indifference curves kinked around “fair” material-payoff distributions, and materials payoffs entering preferences as “normal goods.” Either property can drive reciprocity-like behavior and generate a Pareto efficient outcome. PMID:25664144
Modeling Humans as Reinforcement Learners: How to Predict Human Behavior in Multi-Stage Games
NASA Technical Reports Server (NTRS)
Lee, Ritchie; Wolpert, David H.; Backhaus, Scott; Bent, Russell; Bono, James; Tracey, Brendan
2011-01-01
This paper introduces a novel framework for modeling interacting humans in a multi-stage game environment by combining concepts from game theory and reinforcement learning. The proposed model has the following desirable characteristics: (1) Bounded rational players, (2) strategic (i.e., players account for one anothers reward functions), and (3) is computationally feasible even on moderately large real-world systems. To do this we extend level-K reasoning to policy space to, for the first time, be able to handle multiple time steps. This allows us to decompose the problem into a series of smaller ones where we can apply standard reinforcement learning algorithms. We investigate these ideas in a cyber-battle scenario over a smart power grid and discuss the relationship between the behavior predicted by our model and what one might expect of real human defenders and attackers.
Culture-dependent strategies in coordination games.
Jackson, Matthew O; Xing, Yiqing
2014-07-22
We examine different populations' play in coordination games in online experiments with over 1,000 study participants. Study participants played a two-player coordination game that had multiple equilibria: two equilibria with highly asymmetric payoffs and another equilibrium with symmetric payoffs but a slightly lower total payoff. Study participants were predominantly from India and the United States. Study participants residing in India played the strategies leading to asymmetric payoffs significantly more frequently than study participants residing in the United States who showed a greater play of the strategy leading to the symmetric payoffs. In addition, when prompted to play asymmetrically, the population from India responded even more significantly than those from the United States. Overall, study participants' predictions of how others would play were more accurate when the other player was from their own populations, and they coordinated significantly more frequently and earned significantly higher payoffs when matched with other study participants from their own population than when matched across populations.
[Energy requirements in adolescents playing basketball in Russian Olympic reserve team].
Martinchik, A N; Baturin, A K; Petukhov, A B; Baeva, V S; Zemlianskaia, T A; Sokolov, A I; Peskova, E V; Tysiachnaia, E M
2003-01-01
The energy expenditure and requirements and dietary intake were studied in basketball players aged 14-16 years during 3 week-training period. The subjects of study were 14 boys and 18 girls as of the members of reserve of Russian Olympic basketball team. The dietary intake was estimated by dietary record of all food consumed within 24 hours last 7 days of training period. The energy expenditure was estimated by registration of time on different physical activity of team and multiplication on physical activity coefficient. The decrease of body mass and body mass index were observed in boys with height 195 cm and more to the end of training period. These tall boys did not consume enough food to satisfy the estimated energy requirement. It is estimated that energy need of tall basketball players is no less then 5000 kcal for boys and 3100 kcal for girls.
Segal, Nancy L
2017-08-01
The late neurologist and author, Oliver Sacks, published an insightful 1986 review of Marjorie Wallace's book, The Silent Twins, in the New York Times. Taking exception to his assertion about Sir Francis Galton, I wrote a letter to the Times' editor. The letter was unpublished, but it brought a wonderful response from Sacks himself that is reproduced and examined. Next, brief reviews of twin research concerning the vanishing twin syndrome (VTS), discordant sex in a monozygotic (MZ) twin pair, and multiple pregnancy outcomes from assisted reproductive technology (ART) are presented. This section is followed by popular coverage of superfetated twins, smoking-discordant co-twins, twins in fashion, Yale University twin hockey players, and a visiting professor who was a conjoined twin.
Fitness profiling in handball: physical and physiological characteristics of elite players.
Sporis, Goran; Vuleta, Dinko; Vuleta, Dinko; Milanović, Dragan
2010-09-01
The purpose of this study was to describe the structural and functional characteristics of elite Croatian handball players and to evaluate whether the players in different positional roles have different physical and physiological profiles. According to the positional roles, players were categorized as goalkeepers (n = 13), wing players (n = 26), backcourt players (n = 28) and pivot players (n = 25). The goalkeepers were older (p < 0.01), and the pivot players were more experienced (p < 0.01) than the backcourt players. The wings were the shortest players in the team. The pivots were tallest and heavier than the backcourt and wing players (p < 0.01), whereas the backcourt players were tallest then wings (p < 0.01). Goalkeepers had more body fat than the backcourt and wing players (p < 0.01). The backcourt players had a lower percentage of body fat. The backcourt players were the quickest players in the team when looking at values of maximal running speed on a treadmill. The Goalkeepers were the slowest players in the team (p < 0.01). The best average results concerning maximal heart rate were detected among the backcourt players. There were no statistically significant differences between the players'positions when measuring blood lactate and maximal heart rate. A strong negative correlation was found between body fat and maximal running speed (r = -0.68, p < 0.01). Coaches are able to use this information to determine which type of profile is needed for a specific position. Experienced coaches can used this information in the process of designing a training program to maximize the fitness development of handball players, with one purpose only, to achieve success in handball.
Vogel, Ineke; Brug, Johannes; van der Ploeg, Catharina P B; Raat, Hein
2009-05-01
To identify parties involved in the prevention of MP3-induced hearing loss among adolescents and potentially effective prevention strategies and interventions. Thirty experts in fields such as scientific research, medical practice, community health professions, education, youth work, music entertainment, and enforcement authorities participated in a qualitative, electronic, 3-round, Web-based Delphi study. Multiple parties involved in the prevention of MP3-induced hearing loss among adolescents were identified; the most relevant are the adolescents themselves, their parents, manufacturers of MP3 players and earphones, and the authorities. The experts did not expect that adolescents in general would perform the necessary protective behaviors to prevent MP3-induced hearing loss. Two environmental health protection measures were identified as both relevant and feasible to be implemented (ie, authorities encourage manufacturers to produce safer products, and public health campaigns will be held to improve knowledge of the risks of high-volume music, possible protective measures, and consequences of hearing loss). Authorities, the music industry in general, and especially manufacturers of MP3 players and earphones should recognize their responsibility and create a safer MP3-listening environment by taking measures to protect today's youth from the dangers of listening to high-volume music on MP3 players.
Game Design and Analysis for Price-Based Demand Response: An Aggregate Game Approach.
Ye, Maojiao; Hu, Guoqiang
2016-02-18
In this paper, an aggregate game is adopted for the modeling and analysis of energy consumption control in smart grid. Since the electricity users' cost functions depend on the aggregate energy consumption, which is unknown to the end users, an average consensus protocol is employed to estimate it. By neighboring communication among the users about their estimations on the aggregate energy consumption, Nash seeking strategies are developed. Convergence properties are explored for the proposed Nash seeking strategies. For energy consumption game that may have multiple isolated Nash equilibria, a local convergence result is derived. The convergence is established by utilizing singular perturbation analysis and Lyapunov stability analysis. Energy consumption control for a network of heating, ventilation, and air conditioning systems is investigated. Based on the uniqueness of the Nash equilibrium, it is shown that the players' actions converge to a neighborhood of the unique Nash equilibrium nonlocally. More specially, if the unique Nash equilibrium is an inner Nash equilibrium, an exponential convergence result is obtained. Energy consumption game with stubborn players is studied. In this case, the actions of the rational players can be driven to a neighborhood of their best response strategies by using the proposed method. Numerical examples are presented to verify the effectiveness of the proposed methods.
Promotion of cooperation induced by discriminators in the spatial multi-player donor-recipient game
NASA Astrophysics Data System (ADS)
Cui, Guang-Hai; Wang, Zhen; Ren, Jian-Kang; Lu, Kun; Li, Ming-Chu
2016-11-01
Although the two-player donor-recipient game has been used extensively in studying cooperation in social dilemmas, the scenario in which a donor can simultaneously donate resources to multiple recipients is also common in human societies, economic systems, and social networks. This paper formulates a model of the multi-player donor-recipient game considering a multi-recipient scenario. The promotion of cooperation is also studied by introducing a discriminative cooperation strategy into the game, which donates resources to recipients in proportion to their previous donations with a cost for the collection of information. The evolutionary dynamics of individual strategies are explored in homogeneous and heterogeneous scenarios by leveraging spatial evolutionary game theory. The results show that in a homogeneous scenario, defectors can dominate the network at the equilibrium state only when the cost-to-benefit ratio (R) of donated resources is large. In a heterogeneous scenario, three strategies can coexist all the time within the range of R that was studied, and the promotion of cooperation is more effective when the values of R are smaller. Results from a single node evolution and the formation of local patterns of interaction are provided, and it is analytically shown that discriminators can maintain fairness in resource donation and guarantee long-term cooperation when R is not too large.
Executive Function and the P300 after Treadmill Exercise and Futsal in College Soccer Players
Won, Junyeon; Wu, Shanshan; Ji, Hongqing; Smith, J. Carson; Park, Jungjun
2017-01-01
(1) Background: Although a body of evidence demonstrates that acute exercise improves executive function, few studies have compared more complex, laboratory-based modes of exercise, such as soccer that involve multiple aspects of the environment. (2) Methods: Twelve experienced soccer players (24.8 ± 2 years) completed three counterbalanced 20 min sessions of (1) seated rest; (2) moderate intensity treadmill exercise; and (3) a game of futsal. Once heart rate returned to within 10% of pre-activity levels, participants completed the Stroop Color Word Conflict Task while reaction time (RT) and P300 event-related potentials were measured. (3) Results: Reaction time during Stroop performance was significantly faster following the futsal game and treadmill exercise compared to the seated rest. The P300 amplitude during Stroop performance was significantly greater following futsal relative to both treadmill and seated-rest conditions. (4) Conclusions: These findings suggest that single bouts of indoor soccer among college-aged soccer players, compared to treadmill and seated-rest conditions, may engender the greatest effect on brain networks controlling attention allocation and classification speed during the performance of an inhibitory control task. Future research is needed to determine if cognitively engaging forms of aerobic exercise may differentially impact executive control processes in less experienced and older adult participants.
The Epidemiology and Effect of Sliding Injuries in Major and Minor League Baseball Players.
Camp, Christopher L; Curriero, Frank C; Pollack, Keshia M; Mayer, Stephanie W; Spiker, Andrea M; D'Angelo, John; Coleman, Struan H
2017-08-01
Although sliding occurs frequently in professional baseball, little is known about the epidemiology and effect of injuries that occur during sliding in this population of elite athletes. To describe the incidence and characteristics of sliding injuries, determine their effect in terms of time out of play, and identify common injury patterns that may represent appropriate targets for injury prevention programs in the future. Descriptive epidemiologic study. All offensive sliding injuries occurring in Major League Baseball (MLB) and Minor League Baseball (MLB) that resulted in time out of play during a span of 5 seasons (2011-2015) were identified. In addition to player demographics, data extracted included time out of play, location on field where injury occurred, level of play, treatment (surgical vs nonsurgical), direction of slide (head vs feet first), body region injured, and diagnosis. Descriptive statistics were used to describe the distribution of these injuries, and injury rates were calculated per slide. From 2011 to 2015, 1633 injuries occurred as a result of a slide. The total number of days missed per season was 4263. Surgical intervention was required for 134 (8.2%) injuries, and the mean days missed was 66.5 for players treated surgically and 12.3 days for players treated nonoperatively ( P < .001). MLB players were more likely than MiLB players to require surgical intervention (12.3% vs 7.5%, P = .019). Injuries to the hands/fingers represented 25.3% of all injuries and 31.3% of those requiring surgery. Although the majority of injuries occurred at second base (57%), the per-slide injury rate was similar across all bases ( P = .991). The estimated overall frequency of injury in MLB was once per every 336 slides, and the rate of injury for head- and feet-first slides was 1 in 249 and 413 slides, respectively ( P = .119). Injuries occurring while sliding in professional baseball result in a significant amount of time out of play for these elite athletes. Injuries occurring at second base and those occurring to the hands and fingers were most prevalent and may be an appropriate target for future injury prevention programs.
Frontal lobe function in chess players.
Nejati, Majid; Nejati, Vahid
2012-01-01
Chess is considered as a cognitive game because of severe engagement of the mental resources during playing. The purpose of this study is evaluation of frontal lobe function of chess players with matched non-players. Wisconsin Card Sorting Test (WCST) data showed no difference between the player and non-player groups in preservation error and completed categories but surprisingly showed significantly lower grade of the player group in correct response. Our data reveal that chess players don't have any preference in any stage of Stroop test. Chess players don't have any preference in selective attention, inhibition and executive cognitive function. Chess players' have lower shifting abilities than non-players.
Applying graphs and complex networks to football metric interpretation.
Arriaza-Ardiles, E; Martín-González, J M; Zuniga, M D; Sánchez-Flores, J; de Saa, Y; García-Manso, J M
2018-02-01
This work presents a methodology for analysing the interactions between players in a football team, from the point of view of graph theory and complex networks. We model the complex network of passing interactions between players of a same team in 32 official matches of the Liga de Fútbol Profesional (Spain), using a passing/reception graph. This methodology allows us to understand the play structure of the team, by analysing the offensive phases of game-play. We utilise two different strategies for characterising the contribution of the players to the team: the clustering coefficient, and centrality metrics (closeness and betweenness). We show the application of this methodology by analyzing the performance of a professional Spanish team according to these metrics and the distribution of passing/reception in the field. Keeping in mind the dynamic nature of collective sports, in the future we will incorporate metrics which allows us to analyse the performance of the team also according to the circumstances of game-play and to different contextual variables such as, the utilisation of the field space, the time, and the ball, according to specific tactical situations. Copyright © 2017 Elsevier B.V. All rights reserved.
F-MARC: promoting the prevention and management of sudden cardiac arrest in football
Kramer, Efraim Benjamin; Dvorak, J; Schmied, C; Meyer, T
2015-01-01
Sudden cardiac death is the most common cause of unnatural death in football. To prevent and urgently manage sudden cardiac arrest on the football field-of-play, F-MARC (FIFA Medical and Research Centre) has been fully committed to a programme of research, education, standardisation and practical implementation. This strategy has detected football players at medical risk during mandatory precompetition medical assessments. Additionally, FIFA has (1) sponsored internationally accepted guidelines for the interpretation of an athlete's ECG, (2) developed field-of-play-specific protocols for the recognition, response, resuscitation and removal of a football player having sudden cardiac arrest and (3) introduced and distributed the FIFA medical emergency bag which has already resulted in the successful resuscitation of a football player who had a sudden cardiac arrest on the field-of-play. Recently FIFA, in association with the Institute of Sports and Preventive Medicine in Saarbrücken, Germany, established a worldwide Sudden Death Registry with a view to documenting fatal events on the football field-of-play. These activities by F-MARC are testimony to FIFA's continued commitment to minimising sudden cardiac arrest while playing football. PMID:25878076
ERIC Educational Resources Information Center
Kim, Pyoung Won; Kim, Seo Young; Shim, Miseon; Im, Chang-Hwan; Shon, Young-Min
2013-01-01
Addiction to Massive Multiple Online Role-Playing Games (MMORPGs) among juveniles has become a serious problem in Korea and has led to legislation prohibiting juveniles from playing games after midnight. One key factor in gaming addiction is the so-called narrative, or story, gamers create for themselves while playing. This study investigated how…
Playing distributed two-party quantum games on quantum networks
NASA Astrophysics Data System (ADS)
Liu, Bo-Yang; Dai, Hong-Yi; Zhang, Ming
2017-12-01
This paper investigates quantum games between two remote players on quantum networks. We propose two schemes for distributed remote quantum games: the client-server scheme based on states transmission between nodes of the network and the peer-to-peer scheme devised upon remote quantum operations. Following these schemes, we construct two designs of the distributed prisoners' dilemma game on quantum entangling networks, where concrete methods are employed for teleportation and nonlocal two-qubits unitary gates, respectively. It seems to us that the requirement for playing distributed quantum games on networks is still an open problem. We explore this problem by comparing and characterizing the two schemes from the viewpoints of network structures, quantum and classical operations, experimental realization and simplification.
A unified framework for building high performance DVEs
NASA Astrophysics Data System (ADS)
Lei, Kaibin; Ma, Zhixia; Xiong, Hua
2011-10-01
A unified framework for integrating PC cluster based parallel rendering with distributed virtual environments (DVEs) is presented in this paper. While various scene graphs have been proposed in DVEs, it is difficult to enable collaboration of different scene graphs. This paper proposes a technique for non-distributed scene graphs with the capability of object and event distribution. With the increase of graphics data, DVEs require more powerful rendering ability. But general scene graphs are inefficient in parallel rendering. The paper also proposes a technique to connect a DVE and a PC cluster based parallel rendering environment. A distributed multi-player video game is developed to show the interaction of different scene graphs and the parallel rendering performance on a large tiled display wall.
NASA Astrophysics Data System (ADS)
Mungan, Muhittin; Rador, Tonguç
2008-02-01
We study the dynamics and resulting score distribution of three-agent games where after each competition a single agent wins and scores a point. A single competition is described by a triplet of numbers p, t and q denoting the probabilities that the team with the highest, middle or lowest accumulated score wins. The three-agent game can be regarded as a social model where a player can be favored or disfavored for advancement, based on his/her accumulated score. We study the full family of solutions in the regime, where the number of agents and competitions is large, which can be regarded as a hydrodynamic limit. Depending on the parameter values (p, q, t), we find six qualitatively different asymptotic score distributions and we provide a qualitative explanation of these results. We also compare our analytical results against numerical simulations of the microscopic model and find these to be in excellent agreement. It is possible to decide the outcome of a three-agent game through a mini-tournament of two-agent competitions among the participating players and it turns out that the resulting possible score distributions are a subset of those obtained for the general three-agent games. We discuss how one can add a steady and democratic decline rate to the model and present a simple geometric construction that allows one to obtain the score evolution equations for n-agent games.
How to know and choose online games: differences between current and potential players.
Teng, Ching-I; Lo, Shao-Kang; Wang, Pe-Cheng
2007-12-01
This study investigated how different adolescent players acquire game information and the criteria they use in choosing online games and found that (1) current players generally use comprehensive information sources more than potential players do; (2) current players rely on free trials and smooth display of motion graphics as choice criteria more than potential players do; (3) potential players rely on the look of advertisements more than current players do; (4) both current and potential players most likely use word-of-mouth and gaming programs on TV as information sources; and (5) endorser attractiveness is ranked the least important among six choice criteria by both current and potential players.
A comparison of static near stereo acuity in youth baseball/softball players and non-ball players.
Boden, Lauren M; Rosengren, Kenneth J; Martin, Daniel F; Boden, Scott D
2009-03-01
Although many aspects of vision have been investigated in professional baseball players, few studies have been performed in developing athletes. The issue of whether youth baseball players have superior stereopsis to nonplayers has not been addressed specifically. The purpose of this study was to determine if youth baseball/softball players have better stereo acuity than non-ball players. Informed consent was obtained from 51 baseball/softball players and 52 non-ball players (ages 10 to 18 years). Subjects completed a questionnaire, and their static near stereo acuity was measured using the Randot Stereotest (Stereo Optical Company, Chicago, Illinois). Stereo acuity was measured as the seconds of arc between the last pair of images correctly distinguished by the subject. The mean stereo acuity score was 25.5 +/- 1.7 seconds of arc in the baseball/softball players and 56.2 +/- 8.4 seconds of arc in the non-ball players. This difference was statistically significant (P < 0.00001). In addition, a perfect stereo acuity score of 20 seconds of arc was seen in 61% of the ball players and only 23% of the non-ball players (P = 0.0001). Youth baseball/softball players had significantly better static stereo acuity than non-ball players, comparable to professional ball players.
Digit ratio (2D : 4D) moderates the impact of sexual cues on men's decisions in ultimatum games
Van den Bergh, Bram; Dewitte, Siegfried
2006-01-01
Three experimental studies demonstrate that ‘sex-related cues’ impact human decision-making in ultimatum games. In the ultimatum game, two individuals divide a sum of money. The proposer offers a portion of the money to the other player, the responder. If the responder accepts the offer, the money is distributed in agreement with the proposer's offer. If the responder rejects the offer, neither player receives anything. Our studies show that exposure to pictures of sexy women or lingerie increases the likelihood of accepting unfair offers. Digit ratios of responders are reliably associated with their behaviour: males with lower digit ratios are more likely to reject an unfair split in neutral contexts, but more likely to accept unfair offers in sex-related contexts. PMID:16846918
Price, Mark D.; Rossy, William H.; Sanchez, George; McHale, Kevin Jude; Logan, Catherine; Provencher, Matthew T.
2017-01-01
Objectives: Normal At the annual National Football League (NFL) Scouting Combine, the medical staff of each NFL franchise performs a comprehensive medical evaluation of all athletes potentially entering the NFL. Currently, little is known regarding the overall epidemiology of injuries identified at the Combine and their impact on NFL performance. The purpose of this study is to determine the epidemiology of injuries identified at the Combine and their impact on future NFL performance. Methods: All previous musculoskeletal injuries identified at the NFL combine (2009-2015) were retrospectively reviewed. Medical records and imaging reports were examined. Game statistics for the first two seasons of NFL play were obtained for all players from 2009 to 2013. Analysis of injury prevalence and overall impact on draft status and position-specific performance metrics of each injury was performed and compared versus a position-matched control group with no history of injury and surgery. Results: A total of 2,203 athletes over seven years were evaluated, including 1,490 (67.6%) drafted athletes and 1,040 (47.2%) who ultimately played at least two years in the NFL. The most common sites of injury were the ankle (1160, 52.7%), shoulder (1143, 51.9%), knee (1128, 51.2%), spine (785, 35.6%), and hand (739, 33.5%). Odds ratios (OR) demonstrated quarterbacks were most at risk of shoulder injury (OR 2.78, p=0.001) while running backs most commonly sustained ankle (OR 1.49, p=0.038) and shoulder injuries (OR 1.55, p=0.022). Ultimately, defensive players demonstrated a more negative impact than offensive players following injury with multiple performance metrics impacted for each defensive position analyzed whereas skilled offensive players (i.e. quarterbacks, running backs) demonstrated only one metric affected at each position. Conclusion: The most common sites of injury identified at the Combine were: (1) ankle, (2) shoulder, (3) knee, (4) spine, and (5) hand. Overall, performance in the NFL was significantly impacted by previous injuries. NFL performance was directly dependent on position played as well as anatomic location of injury. Defensive players were more negatively impacted than offensive players. Additional work is necessary to determine longer-term impact of these injuries on NFL career and post-NFL quality of life.
Heading and head injuries in soccer.
Kirkendall, D T; Jordan, S E; Garrett, W E
2001-01-01
In the world of sports, soccer is unique because of the purposeful use of the unprotected head for controlling and advancing the ball. This skill obviously places the player at risk of head injury and the game does carry some risk. Head injury can be a result of contact of the head with another head (or other body parts), ground, goal post, other unknown objects or even the ball. Such impacts can lead to contusions, fractures, eye injuries, concussions or even, in rare cases, death. Coaches, players, parents and physicians are rightly concerned about the risk of head injury in soccer. Current research shows that selected soccer players have some degree of cognitive dysfunction. It is important to determine the reasons behind such deficits. Purposeful heading has been blamed, but a closer look at the studies that focus on heading has revealed methodological concerns that question the validity of blaming purposeful heading of the ball. The player's history and age (did they play when the ball was leather and could absorb significant amounts of water), alcohol intake, drug intake, learning disabilities, concussion definition and control group use/composition are all factors that cloud the ability to blame purposeful heading. What does seem clear is that a player's history of concussive episodes is a more likely explanation for cognitive deficits. While it is likely that the subconcussive impact of purposeful heading is a doubtful factor in the noted deficits, it is unknown whether multiple subconcussive impacts might have some lingering effects. In addition, it is unknown whether the noted deficits have any affect on daily life. Proper instruction in the technique is critical because if the ball contacts an unprepared head (as in accidental head-ball contacts), the potential for serious injury is possible. To further our understanding of the relationship of heading, head injury and cognitive deficits, we need to: learn more about the actual impact of a ball on the head, verify the exposure to heading at all ages and competitive levels, determine stable estimates of concussive injury rates across the soccer spectrum, conduct prospective longitudinal studies on soccer players focusing on exposure, injury and cognition, and determine the minimum safe age to begin instruction on the skill of heading. Only then will we be able to speak with some authority on the issue of heading and head injuries in soccer.
Heterogeneous resource allocation can change social hierarchy in public goods games.
Meloni, Sandro; Xia, Cheng-Yi; Moreno, Yamir
2017-03-01
Public goods games (PGGs) represent one of the most useful tools to study group interactions. However, even if they could provide an explanation for the emergence and stability of cooperation in modern societies, they are not able to reproduce some key features observed in social and economical interactions. The typical shape of wealth distribution-known as Pareto Law-and the microscopic organization of wealth production are two of them. Here, we introduce a modification to the classical formulation of PGGs that allows for the emergence of both of these features from first principles. Unlike traditional PGGs, where players contribute equally to all the games in which they participate, we allow individuals to redistribute their contribution according to what they earned in previous rounds. Results from numerical simulations show that not only a Pareto distribution for the pay-offs naturally emerges but also that if players do not invest enough in one round they can act as defectors even if they are formally cooperators. Our results not only give an explanation for wealth heterogeneity observed in real data but also point to a conceptual change on cooperation in collective dilemmas.
Heterogeneous resource allocation can change social hierarchy in public goods games
NASA Astrophysics Data System (ADS)
Meloni, Sandro; Xia, Cheng-Yi; Moreno, Yamir
2017-03-01
Public goods games (PGGs) represent one of the most useful tools to study group interactions. However, even if they could provide an explanation for the emergence and stability of cooperation in modern societies, they are not able to reproduce some key features observed in social and economical interactions. The typical shape of wealth distribution-known as Pareto Law-and the microscopic organization of wealth production are two of them. Here, we introduce a modification to the classical formulation of PGGs that allows for the emergence of both of these features from first principles. Unlike traditional PGGs, where players contribute equally to all the games in which they participate, we allow individuals to redistribute their contribution according to what they earned in previous rounds. Results from numerical simulations show that not only a Pareto distribution for the pay-offs naturally emerges but also that if players do not invest enough in one round they can act as defectors even if they are formally cooperators. Our results not only give an explanation for wealth heterogeneity observed in real data but also point to a conceptual change on cooperation in collective dilemmas.
Moras, Gerard; Fernández-Valdés, Bruno; Vázquez-Guerrero, Jairo; Tous-Fajardo, Julio; Exel, Juliana; Sampaio, Jaime
2018-05-24
This study described the variability in acceleration during a resistance training task, performed in horizontal inertial flywheels without (NOBALL) or with the constraint of catching and throwing a rugby ball (BALL). Twelve elite rugby players (mean±SD: age 25.6±3.0years, height 1.82±0.07m, weight 94.0±9.9kg) performed a resistance training task in both conditions (NOBALL AND BALL). Players had five minutes of a standardized warm-up, followed by two series of six repetitions of both conditions: at the first three repetitions the intensity was progressively increased while the last three were performed at maximal voluntary effort. Thereafter, the participants performed two series of eight repetitions from each condition for two days and in a random order, with a minimum of 10min between series. The structure of variability was analysed using non-linear measures of entropy. Mean changes (%; ±90% CL) of 4.64; ±3.1g for mean acceleration and 39.48; ±36.63a.u. for sample entropy indicated likely and very likely increase when in BALL condition. Multiscale entropy also showed higher unpredictability of acceleration under the BALL condition, especially at higher time scales. The application of match specific constraints in resistance training for rugby players elicit different amount of variability of body acceleration across multiple physiological time scales. Understanding the non-linear process inherent to the manipulation of resistance training variables with constraints and its motor adaptations may help coaches and trainers to enhance the effectiveness of physical training and, ultimately, better understand and maximize sports performance. Copyright © 2018 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.
The Impact of a Sports Vision Training Program in Youth Field Hockey Players
Schwab, Sebastian; Memmert, Daniel
2012-01-01
The aim of this study was to investigate whether a sports vision training program improves the visual performance of youth male field hockey players, ages 12 to 16 years, after an intervention of six weeks compared to a control group with no specific sports vision training. The choice reaction time task at the D2 board (Learning Task I), the functional field of view task (Learning Task II) and the multiple object tracking (MOT) task (Transfer Task) were assessed before and after the intervention and again six weeks after the second test. Analyzes showed significant differences between the two groups for the choice reaction time task at the D2 board and the functional field of view task, with significant improvements for the intervention group and none for the control group. For the transfer task, we could not find statistically significant improvements for either group. The results of this study are discussed in terms of theoretical and practical implications. Key pointsPerceptual training with youth field hockey playersCan a sports vision training program improve the visual performance of youth male field hockey players, ages 12 to 16 years, after an intervention of six weeks compared to a control group with no specific sports vision training?The intervention was performed in the “VisuLab” as DynamicEye® SportsVision Training at the German Sport University Cologne.We ran a series of 3 two-factor univariate analysis of variance (ANOVA) with repeated measures on both within subject independent variables (group; measuring point) to examine the effects on central perception, peripheral perception and choice reaction time.The present study shows an improvement of certain visual abilities with the help of the sports vision training program. PMID:24150071
Agostinete, Ricardo R; Duarte, João P; Valente-Dos-Santos, João; Coelho-E-Silva, Manuel J; Tavares, Oscar M; Conde, Jorge M; Fontes-Ribeiro, Carlos A; Condello, Giancarlo; Capranica, Laura; Caires, Suziane U; Fernandes, Rômulo A
2017-01-01
Exploring the effect of non-impact and impact sports is particular relevant to understand the interaction between skeletal muscle and bone health during growth. The current study aimed to compare total and regional bone and soft-tissue composition, in parallel to measurements of blood lipid and inflammatory profiles between adolescent athletes and non-athletes. Anthropometry, biological maturity, dual energy X-ray absorptiometry (DXA) scans, training load and lipid and inflammatory profiles were assessed in a cross-sectional sample of 53 male adolescents (20 non-athletes, 15 swimmers and 18 basketball players) aged 12-19 years. Multiple comparisons between groups were performed using analysis of variance, covariance and magnitude effects (ES-r and Cohen's d). The comparisons of controls with other groups were very large for high-sensitivity C-reactive protein (d range: 2.17-2.92). The differences between sports disciplines, regarding tissue outputs obtained from DXA scan were moderate for all variables except fat tissue (d = 0.4). It was possible to determine small differences (ES-r = 0.17) between controls and swimmers for bone area at the lower limbs (13.0%). In parallel, between swimmers and basketball players, the gradient of the differences was small (ES-r range: 0.15-0.23) for bone mineral content (24.6%), bone area (11.3%) and bone mineral density (11.1%) at the lower limbs, favoring the basketball players. These observations highlight that youth male athletes presented better blood and soft tissues profiles with respect to controls. Furthermore, sport-specific differences emerged for the lower limbs, with basketball players presenting higher bone mineral content, area and density than swimmers.
Injuries in a Japanese Division I collegiate american football team: a 3-season prospective study.
Iguchi, Junta; Yamada, Yosuke; Kimura, Misaka; Fujisawa, Yoshihiko; Hojo, Tatsuya; Kuzuhara, Kenji; Ichihashi, Noriaki
2013-01-01
Previous research on American football injuries in Japan has focused on incidence proportion in terms of the number of injuries divided by the number of players. This is the first study to examine injury rates over several seasons. To conduct a prospective study of injuries in a Japanese Division I collegiate American football team over the 2007 through 2009 seasons. Cohort study. Collegiate football team at Doshisha University, Kyoto, Japan. All 289 athletes who played on the collegiate Division I football team during the 2007 through 2009 seasons. A certified athletic trainer kept a daily record of all practice and game injuries. Injury rates were calculated according to season, injury type, body part, severity, and mechanism. Injuries were also analyzed according to position of player, school year, and playing experience. The game injury rate (GIR; 32.7 injuries/1000 athlete-exposures) was higher than the practice injury rate (PIR; 10.9 injuries/1000 athlete-exposures) over the 3 seasons (P < .05). The PIR was higher among Japanese players than the comparable United States collegiate football injury rates (5.8-7.0 injuries/1000 athlete-exposures). Ankle and foot injuries occurred more frequently during games, whereas thigh and gluteal injuries occurred more frequently during practices. Our data show differences between games and practices in terms of injury rates, body parts injured, and positions of players injured. The high PIR in Japan may be due to the increased contact during practices and length of practices compared with the United States. Further research involving multiple teams is recommended to validate the trends noted in this study. The expanded data set could assist in the development of safety regulations and preventive interventions for Japanese football.
Agostinete, Ricardo R.; Duarte, João P.; Valente-dos-Santos, João; Tavares, Oscar M.; Conde, Jorge M.; Fontes-Ribeiro, Carlos A.; Condello, Giancarlo; Capranica, Laura; Caires, Suziane U.; Fernandes, Rômulo A.
2017-01-01
Exploring the effect of non-impact and impact sports is particular relevant to understand the interaction between skeletal muscle and bone health during growth. The current study aimed to compare total and regional bone and soft-tissue composition, in parallel to measurements of blood lipid and inflammatory profiles between adolescent athletes and non-athletes. Anthropometry, biological maturity, dual energy X-ray absorptiometry (DXA) scans, training load and lipid and inflammatory profiles were assessed in a cross-sectional sample of 53 male adolescents (20 non-athletes, 15 swimmers and 18 basketball players) aged 12–19 years. Multiple comparisons between groups were performed using analysis of variance, covariance and magnitude effects (ES-r and Cohen’s d). The comparisons of controls with other groups were very large for high-sensitivity C-reactive protein (d range: 2.17–2.92). The differences between sports disciplines, regarding tissue outputs obtained from DXA scan were moderate for all variables except fat tissue (d = 0.4). It was possible to determine small differences (ES-r = 0.17) between controls and swimmers for bone area at the lower limbs (13.0%). In parallel, between swimmers and basketball players, the gradient of the differences was small (ES-r range: 0.15–0.23) for bone mineral content (24.6%), bone area (11.3%) and bone mineral density (11.1%) at the lower limbs, favoring the basketball players. These observations highlight that youth male athletes presented better blood and soft tissues profiles with respect to controls. Furthermore, sport-specific differences emerged for the lower limbs, with basketball players presenting higher bone mineral content, area and density than swimmers. PMID:28662190
Concussion in professional football: neuropsychological testing--part 6.
Pellman, Elliot J; Lovell, Mark R; Viano, David C; Casson, Ira R; Tucker, Andrew M
2004-12-01
The National Football League (NFL) neuropsychological testing program is reviewed, and neuropsychological test data are presented on various samples of NFL athletes who sustained concussion (mild traumatic brain injury, MTBI). This study evaluated post-MTBI neuropsychological testing of NFL players from 1996 to 2001. All athletes completed a standardized battery of neuropsychological tests and underwent postinjury neuropsychological testing within a few days after concussion. Test scores were compared with baselines using analysis of variance for athletes having on-field memory dysfunction, three or more concussions, or 7+ days out from practice and play. The MTBI group did not display significant neuropsychological dysfunction relative to baseline scores within a few days of injury. However, a subsample of the injured athletes who displayed on-field memory dysfunction performed significantly more poorly on two of the memory tests. The neuropsychological test results of a group of athletes with a history of three or more MTBIs did not differ significantly compared with a group who had fewer than three concussions or compared with league-wide normative data. The neuropsychological performance of athletes who were out from full participation 7+ days was not significantly different from the group who returned to play within 7 days or the norms. Neuropsychological testing is used within the overall medical evaluation and care of NFL athletes. Players who experience MTBI generally demonstrate rapid recovery of neuropsychological performance, although poorer neuropsychological test results were related to on-field memory dysfunction. NFL players did not demonstrate evidence of neurocognitive decline after multiple (three or more) MTBIs or in those players out 7+ days. The data show that MTBI in this population is characterized by a rapid return of neuropsychological function in the days after injury.
Effects of dynamical grouping on cooperation in N-person evolutionary snowdrift game
NASA Astrophysics Data System (ADS)
Ji, M.; Xu, C.; Hui, P. M.
2011-09-01
A population typically consists of agents that continually distribute themselves into different groups at different times. This dynamic grouping has recently been shown to be essential in explaining many features observed in human activities including social, economic, and military activities. We study the effects of dynamic grouping on the level of cooperation in a modified evolutionary N-person snowdrift game. Due to the formation of dynamical groups, the competition takes place in groups of different sizes at different times and players of different strategies are mixed by the grouping dynamics. It is found that the level of cooperation is greatly enhanced by the dynamic grouping of agents, when compared with a static population of the same size. As a parameter β, which characterizes the relative importance of the reward and cost, increases, the fraction of cooperative players fC increases and it is possible to achieve a fully cooperative state. Analytically, we present a dynamical equation that incorporates the effects of the competing game and group size distribution. The distribution of cooperators in different groups is assumed to be a binomial distribution, which is confirmed by simulations. Results from the analytic equation are in good agreement with numerical results from simulations. We also present detailed simulation results of fC over the parameter space spanned by the probabilities of group coalescence νm and group fragmentation νp in the grouping dynamics. A high νm and low νp promotes cooperation, and a favorable reward characterized by a high β would lead to a fully cooperative state.
Karakilcik, A Z; Halat, R; Zerin, M; Celik, H; Nazligul, Y
2014-10-01
Exercise may increase production of reactive oxygen species (ROS) enhancing oxidative stress. Antioxidants can efficiently scavenge ROS before they initiate oxidative damage of biomolecules such as enzymes, nucleic acids, lipids and lipoproteins in the body. Vitamin C, an important antioxidant, may affect oxidative stress in living organism. Therefore, this study was carried out to investigate the effects of exercise and vitamin C on thiobarbituric acid-reactive substance (TBARS), lipid profile, erythrocyte and platelet indices in young soccer players. This investigation was carried out on twenty two male volunteer players in three groups. The first group was examined as a control. The second group was only exposed to exercise. The third group was exposed to exercise plus vitamin C (500 mg/day) administered per oral. The players were 23.50±0.59 year-old, 67.66±1.52 kg body weight and 1.74±0.03 m height. Blood samples were collected in vacutainer tubes for analysis of biochemical and hematological parameters. While the levels of high density lipoprotein-cholesterol (HDL-C) were significantly increased (P<0.05) with only exercise, the cholesterol and low density lipoprotein-cholesterol (LDL-C) were decreased (P<0.05 to P<0.01) with exercise and exercise plus vitamin C treatment. While TBARS levels were increased (P<0.05) with exercise training, it was decreased (P<0.05) with exercise plus vitamin C treatment. The platelet counts (PLT), mean platelet volume (MPV), plateletcrit (PCT) and red blood cell distribution width (RDW) were significantly decreased (P<0.05) with exercise plus vitamin C. There were significantly correlations (P<0.05 to P<0.01) between lipid values and erythrocyte and platelet indices. In light of these results, exercise may play a role in decreasing of LDL-C and in increasing of HDL-C. In addition, exercise plus vitamin C may diminish TBARS-levels and may affect the values of PLT, MPV, PCT and RDW in young soccer players.
Physical Characteristics and Performance of Japanese Top-Level American Football Players.
Yamashita, Daichi; Asakura, Masaki; Ito, Yoshihiko; Yamada, Shinzo; Yamada, Yosuke
2017-09-01
Yamashita, D, Asakura, M, Ito, Y, Yamada, S, and Yamada, Y. Physical characteristics and performance of Japanese top-level American football players. J Strength Cond Res 31(9): 2455-2461, 2017-This study aimed to compare the physical characteristics and performance between top-level nonprofessional football players in Japan and National Football League (NFL) Combine invited players and between top-level and middle-level players in Japan to determine the factors that enhance performance in international and national competitions. A total of 168 American football players (>20 years) in Japan participated in an anthropometric (height and weight) and physical (vertical jump, long jump, 40-yard dash, pro-agility shuttle, 3-cone drill, and bench press repetition test) measurement program based on the NFL Combine program to compete in the selection of candidates for the Senior World Championship. All players were categorized into 1 of the 3 position groups based on playing position: skill players, big skill players, and linemen. Japanese players were additionally categorized into selected and nonselected players for the second tryout. The NFL Combine candidates had significantly better performance than selected Japanese players on all variables except on performance related to quickness among the 3 position groups. Compared with nonselected players, selected Japanese skill players had better performance in the 40-yard dash and bench press test and big skill players had better performance in the vertical jump, broad jump, and 40-yard dash. Selected and nonselected Japanese linemen were not different in any measurements. These results showed the challenges in American football in Japan, which include not only improving physical performance of top-level players, but also increasing the number of football players with good physical performance.
Physical Characteristics and Performance of Japanese Top-Level American Football Players
Asakura, Masaki; Ito, Yoshihiko; Yamada, Shinzo; Yamada, Yosuke
2017-01-01
Abstract Yamashita, D, Asakura, M, Ito, Y, Yamada, S, and Yamada, Y. Physical characteristics and performance of Japanese top-level American football players. J Strength Cond Res 31(9): 2455–2461, 2017—This study aimed to compare the physical characteristics and performance between top-level nonprofessional football players in Japan and National Football League (NFL) Combine invited players and between top-level and middle-level players in Japan to determine the factors that enhance performance in international and national competitions. A total of 168 American football players (>20 years) in Japan participated in an anthropometric (height and weight) and physical (vertical jump, long jump, 40-yard dash, pro-agility shuttle, 3-cone drill, and bench press repetition test) measurement program based on the NFL Combine program to compete in the selection of candidates for the Senior World Championship. All players were categorized into 1 of the 3 position groups based on playing position: skill players, big skill players, and linemen. Japanese players were additionally categorized into selected and nonselected players for the second tryout. The NFL Combine candidates had significantly better performance than selected Japanese players on all variables except on performance related to quickness among the 3 position groups. Compared with nonselected players, selected Japanese skill players had better performance in the 40-yard dash and bench press test and big skill players had better performance in the vertical jump, broad jump, and 40-yard dash. Selected and nonselected Japanese linemen were not different in any measurements. These results showed the challenges in American football in Japan, which include not only improving physical performance of top-level players, but also increasing the number of football players with good physical performance. PMID:28052052
Training habits and injuries of masters' level football players: a preliminary report.
Newsham-West, R; Button, C; Milburn, P D; Mündermann, A; Sole, G; Schneiders, A G; Sullivan, S J
2009-05-01
To profile training habits and injuries in football players participating in a national Masters tournament. A cross-sectional retrospective study design was used to survey male football players attending the 2008 New Zealand Masters Games. Information regarding player demographics, football injuries, football related training, and risk factors for injury were collected. 199 Players were recruited, with a median age of 44 yrs (range 35-73) and a median football playing history of 15 yrs (range 0-66). Irrespective of age, 112 (84%) players included a warm-up and 104 (78%) included a stretching regime in their regular training programme. In the 12 months prior to the tournament, 128 football related injuries were reported by 93 players (64 injuries/100 players or 46 injured players/100 players). The most frequently injured region was the lower limb; specifically the lower leg (n=23), ankle (n=18), hamstring (n=17), knee (n=15), and Achilles tendon (n=15). This study provides a preliminary insight into the training habits and injury profiles of Masters football players. Despite all players including some form of injury prevention strategy in their training, a significant number of players experienced an injury in the 12 months prior to the tournament.
Mbachu, Chinyere; Onwujekwe, Obinna; Ezumah, Nkoli; Ajayi, Olayinka; Sanwo, Olusola; Uzochukwu, Benjamin
2016-09-01
Decentralisation is defined as the dispersion, distribution or transfer of resources, functions and decision-making power from a central authority to regional and local authorities. It is usually accompanied by assignment of accountability and responsibility for results. Fundamental to understanding decentralisation is learning what motivates central governments to give up power and resources to local governments, and the practical significance of this on their positions regarding decentralisation. This study examined key political and institutional influences on role-players' capacity to support decentralisation of HIV and AIDS treatment services to primary healthcare facilities, and implications for sustainability. In-depth interviews were conducted with 55 purposively selected key informants, drawn from three Nigerian states that were at different stages of decentralising HIV and AIDS treatment services to primary care facilities. Key informants represented different categories of role-players involved in HIV and AIDS control programmes. Thematic framework analysis of data was done. Support for decentralisation of HIV and AIDS treatment services to primary healthcare facilities was substantial among different categories of actors. Political factors such as the local and global agenda for health, political tenure and party affiliations, and institutional factors such as consolidation of decision-making power and improvements in career trajectories, influenced role-players support for decentralisation of HIV and AIDS treatment services. It is feasible and acceptable to decentralise HIV and AIDS treatment services to primary healthcare facilities, to help improve coverage. However, role-players' support largely depends on how well the reform aligns with political structures and current institutional practices.
Contrò, Valentina; Schiera, Gabriella; Abbruzzo, Antonino; Bianco, Antonino; Amato, Alessandra; Sacco, Alessia; Macchiarella, Alessandra; Palma, Antonio; Proia, Patrizia
2018-01-12
The purpose of this study was to determine the probability of soccer players having the best genetic background that could increase performance, evaluating the polymorphism that are considered Performance Enhancing Polymorphism (PEPs) distributed on five genes: PPARα, PPARGC1A, NRF2, ACE e CKMM. Particularly, we investigated how each polymorphism works directly or through another polymorphism to distinguish elite athletes from non-athletic population. Sixty professional soccer players (age 22.5 ± 2.2) and sixty healthy volunteers (age 21.2± 2.3) were enrolled. Samples of venous blood was used to prepare genomic DNA. The polymorphic sites were scanned using PCR-RFLP protocols with different enzyme. We used a multivariate logistic regression analysis to demonstrate an association between the five PEPs and elite phenotype. We found statistical significance in NRF2 (AG/GG genotype) polymorphism/soccer players association (p < 0.05) as well as a stronger association in ACE polymorphism (p =0.02). Particularly, we noticed that the ACE ID genotype and even more the II genotype are associated with soccer player phenotype. Although the other PEPs had no statistical significance, we proved that some of these may work indirectly, amplifying the effect of another polymorphism; for example, seems that PPARα could acts on NRF2 (GG) enhancing the effect of the latter, notwithstanding it had not shown a statistical significance. In conclusion, to establish if a polymorphism can influence the performance, it is necessary to understand how they act and interact, directly and indirectly, on each other.
Occurrence rates and predictors of lower urinary tract symptoms and incontinence in female athletes.
Simeone, C; Moroni, A; Pettenò, A; Antonelli, A; Zani, D; Orizio, C; Cosciani Cunico, S
2010-01-01
To assess the prevalence of lower urinary tract symptoms (LUTS) and incontinence in female athletes and to determine the etiological factors. An anonymous self-questionnaire was collected from 623 casual female athletes aged 18 to 56 years, who were involved in 12 different sports. The surveys were distributed by hand to the athletes, during their sports fitness tests, in a sports center. We investigated the relationship between urinary disorders and factors such as age, body mass index (BMI), parity, duration of physical exercise, and type of sport. The prevalence of LUTS was 54.7%, and 30% for urinary incontinence. Changes in urinary frequency were detected in 91 (14.6%) women. Prevalence of dysuria was 13.3%, urinary straining was present in 173 (27.8%) athletes, whereas urinary urgency had an estimated prevalence of 37.2% with 232 athletes suffering from this disorder. Urgency was very common in volleyball players, as was dysuria among hockey and basketball players, whereas straining mainly affected aerobic participants and cyclists. Long training hours and competitive practices were correlated with the onset of LUTS. High-impact sports were more frequently associated with incontinence, while low-impact sports with LUTS. The sport with the main number of incontinent people was football. Urge incontinence affected a lot of athletes, mainly cyclists and football players. Stress incontinence was more frequent in hockey and volleyball players. LUTS and incontinence are prevalent in female athletes. In many cases, the disorders were present only during sports activities. In this sample, the presence of urinary disorders did not seem to be a barrier during sports or exercise.
2013-05-01
Defense level. o The publicized issue of repeat concussions with NFL [National Football League] players has helped to identify TBI as its own field...Neuropsychological injuries include single or multiple concussive events along with other concomitant neurological effects associated with mental health...the development of RTD standards and assessment tools addressing the most common injuries across DoD: neurosensory injury (i.e., concussion
Z-DOC: a serious game for Z-plasty procedure training.
Shewaga, Robert; Knox, Aaron; Ng, Gary; Kapralos, Bill; Dubrowski, Adam
2013-01-01
We present Z-DOC, a (prototype) serious game for training plastic surgery residents the steps comprising the Z-plasty surgical procedure. Z-DOC employs touch-based interactions and promotes competition amongst multiple players/users thus promote engagement and motivation. It is hypothesized that by learning the Z-plasty procedure in an interactive, engaging, and fun gaming environment, trainees will have a much better understanding of the procedure than by traditional learning modalities.
Innovation Incentives and Biomarkers.
Stern, Ariel D; Alexander, Brian M; Chandra, Amitabh
2018-01-01
Previously, we have discussed the importance of economic incentives in shaping markets for precision medicines. Here we consider incentives for biomarker development, including discovery and establishment. Biomarkers can reveal valuable information regarding diagnosis and prognosis, predict treatment efficacy or toxicity, serve as markers of disease progression, and serve as auxiliary endpoints for clinical trials. Some have multiple uses, while others have a specialized role, resulting in diverse incentives across players in the healthcare system. © 2017, ASCPT.
Incidence and variance of knee injuries in elite college football players.
Bradley, James; Honkamp, Nicholas J; Jost, Patrick; West, Robin; Norwig, John; Kaplan, Lee D
2008-06-01
Knee injuries are among the most common musculoskeletal injuries in US football players. The literature includes little information about the role of player position and risk for knee injury. We hypothesized that the incidence of knee injury in elite collegiate US football players is high and that type of injury varies by player position. We evaluated 332 elite collegiate US football players at the 2005 National Football League Combine. All players underwent radiographic examinations, including plain x-rays and/or magnetic resonance imaging when necessary. All knee pathologic conditions and surgical procedures were recorded. Data were analyzed by player position to detect any trends. Fifty-four percent (179) of the 332 players had a history of knee injury; knee injuries totaled 233 (1.3/player injured). Eighty-six players (25.9%) had a total of 114 surgeries. The most common injuries were medial collateral ligament injury (n = 79), meniscal injury (n = 51), and anterior cruciate ligament (ACL) injury (n = 40). The most common surgeries were arthroscopic meniscectomy (n = 39), ACL reconstruction (n = 35), and arthroscopic meniscal repair (n = 13). A history of knee injury was most common in defensive linemen (68% of players), tight ends (57%), and offensive linemen (57%). Knee surgery was more commonly performed on running backs (36%) and linebackers (34%). There were no significant associations between type or frequency of specific injuries with regard to player position. Knee injuries are common injuries in elite collegiate football players, and one fourth of these players undergo surgical procedures. However, there were no statistically significant differences in type or frequency of injuries by player position.
McGuine, Timothy A; Hetzel, Scott; McCrea, Michael; Brooks, M Alison
2014-10-01
The incidence of sport-related concussion (SRC) in high school football is well documented. However, limited prospective data are available regarding how player characteristics and protective equipment affect the incidence of SRC. To determine whether the type of protective equipment (helmet and mouth guard) and player characteristics affect the incidence of SRC in high school football players. Cohort study; Level of evidence, 2. Certified athletic trainers (ATs) at each high school recorded the type of helmet worn (brand, model, purchase year, and recondition status) by each player as well as information regarding players' demographics, type of mouth guard used, and history of SRC. The ATs also recorded the incidence and days lost from participation for each SRC. Incidence of SRC was compared for various helmets, type of mouth guard, history of SRC, and player demographics. A total of 2081 players (grades 9-12) enrolled during the 2012 and/or 2013 football seasons (2287 player-seasons) and participated in 134,437 football (practice or competition) exposures. Of these players, 206 (9%) sustained a total of 211 SRCs (1.56/1000 exposures). There was no difference in the incidence of SRC (number of helmets, % SRC [95% CI]) for players wearing Riddell (1171, 9.1% [7.6%-11.0%]), Schutt (680, 8.7% [6.7%-11.1%]), or Xenith (436, 9.2% [6.7%-12.4%]) helmets. Helmet age and recondition status did not affect the incidence of SRC. The rate of SRC (hazard ratio [HR]) was higher in players who wore a custom mouth guard (HR = 1.69 [95% CI, 1.20-2.37], P < .001) than in players who wore a generic mouth guard. The rate of SRC was also higher (HR = 1.96 [95% CI, 1.40-2.73], P < .001) in players who had sustained an SRC within the previous 12 months (15.1% of the 259 players [95% CI, 11.0%-20.1%]) than in players without a previous SRC (8.2% of the 2028 players [95% CI, 7.1%-9.5%]). Incidence of SRC was similar regardless of the helmet brand (manufacturer) worn by high school football players. Players who had sustained an SRC within the previous 12 months were more likely to sustain an SRC than were players without a history of SRC. Sports medicine providers who work with high school football players need to realize that factors other than the type of protective equipment worn affect the risk of SRC in high school players. © 2014 The Author(s).
Durandt, Justin; Green, Mervin; Masimla, Herman; Lambert, Mike
2018-03-01
The purpose of this study was to determine whether there are differences between racial groups for body mass, stature and body mass index (BMI) in South African elite U18 rugby players and whether there were significant changes in these measurements between 2002 and 2012. Self-reported body mass and stature were obtained from U18 players (n = 4007) who attended the national tournament during this period. BMI was calculated for each player.White players were 9.8 kg heavier than black players, who were 2.3 kg heavier than coloured players (P < 0.0001). The body mass of all groups increased from 2002 to 2012 (P < 0.0001). White players were 7.0 cm taller than black players who were 0.5 cm taller than coloured players (P < 0.0001). Players' stature measurements did not change significantly during the study period. The average BMI of white players was 0.9 kg·m -2 greater than black players who were on average 0.7 kg·m -2 greater than coloured players (P < 0.0001). The BMI of all groups changed similarly over the study period. The body mass, stature and BMI of elite under-18 rugby players in South Africa were significantly different between racial groups. This has implications for transforming the game to make it representative of the South African population.
Wei, Wenbo; Lambach, Becky; Jia, Guang; Flanigan, David; Chaudhari, Ajit M W; Wei, Lai; Rogers, Alan; Payne, Jason; Siston, Robert A; Knopp, Michael V
2017-06-01
The prevalence of cartilage lesions is much higher in football athletes than in the general population. Delayed gadolinium-enhanced MRI of cartilage (dGEMRIC) has been shown to quantify regional variations of glycosaminoglycan (GAG) concentrations which is an indicator of early cartilage degeneration. The goal of this study is to determine whether dGEMRIC can be used to assess the influence in cartilage GAG concentration due to college level football play. Thirteen collegiate football players with one to four years of collegiate football play experience were recruited and both knee joints were scanned using a dedicated 8-channel phased array knee coil on a 3T MRI system. The contrast concentrations within cartilage were calculated based on the T 1 values from dGEMRIC scans. No substantial differences were found in the contrast concentrations between the pre- and post-season across all the cartilage compartments. One year collegiate football players presented an average contrast concentration at the pre-season of 0.116±0.011mM and post-season of 0.116±0.011mM. In players with multiple years of football play, contrast uptake was elevated to 0.141±0.012mM at the pre-season and 0.139±0.012mM at the post-season. The pre-season 0.023±0.016mM and post-season 0.025±0.016mM increase in contrast concentration within the group with multiple years of experience presented with a >20% increase in contrast uptake. This may indicate the gradual, cumulative damage of football play to the articular cartilage over years, even though the effect may not be noticeable after a season of play. Playing collegiate football for a longer period of time may lead to cartilage microstructural alterations, which may be linked to early knee cartilage degeneration. Copyright © 2017 Elsevier Inc. All rights reserved.
Chronic traumatic encephalopathy in a national football league player: part II.
Omalu, Bennet I; DeKosky, Steven T; Hamilton, Ronald L; Minster, Ryan L; Kamboh, M Ilyas; Shakir, Abdulrezak M; Wecht, Cyril H
2006-11-01
We present the second reported case of autopsy-confirmed chronic traumatic encephalopathy in a retired professional football player, with neuropathological features that differ from those of the first reported case. These differing pathological features underscore the need for further empirical elucidation of the pathoetiology and pathological cascades of long-term neurodegenerative sequelae of professional football. A psychological autopsy was performed with the next-of-kin and wife. Medical and hospital records were reviewed. A complete autopsy was accompanied by a comprehensive forensic neuropathological examination. Restriction fragment length polymorphism analysis was performed to determine apolipoprotein-E genotype. Pertinent premortem history included a 14-year span of play in organized football starting from the age of 18 years. The subject was diagnosed with severe major depressive disorder without psychotic features after retirement, attempted suicide multiple times and finally committed suicide 12 years after retirement by ingestion of ethylene glycol. Autopsy revealed cardiomegaly, mild to moderate coronary artery disease, and evidence of acute ethylene glycol overdose. The brain showed no atrophy, a cavum septi pellucidi was present, and the substantia nigra showed mild pallor. The hippocampus and cerebellum were not atrophic. Amyloid plaques, cerebral amyloid angiopathy, and Lewy bodies were completely absent. Sparse to frequent tau-positive neurofibrillary tangles and neuropil threads were present in all regions of the brain. Tufted and thorn astrocytes, as well as astrocytic plaques, were absent. The apolipoprotein-E genotype was E3/E4. Our first and second cases both had long careers without multiple recorded concussions. Both manifested Major Depressive Disorder after retirement. Amyloid plaques were present in the first case and completely absent in the second case. Both cases exhibited neurofibrillary tangles, neuropil threads, and coronary atherosclerotic disease. Apolipoprotein-E4 genotypes were different. Reasons for the contrasting features in these two cases are not clear. Further studies are needed to identify and define the neuropathological cascades of chronic traumatic encephalopathy in football players, which may form the basis for prophylaxis and therapeutics.
Partners or rivals? Strategies for the iterated prisoner's dilemma☆
Hilbe, Christian; Traulsen, Arne; Sigmund, Karl
2015-01-01
Within the class of memory-one strategies for the iterated Prisoner's Dilemma, we characterize partner strategies, competitive strategies and zero-determinant strategies. If a player uses a partner strategy, both players can fairly share the social optimum; but a co-player preferring an unfair solution will be penalized by obtaining a reduced payoff. A player using a competitive strategy never obtains less than the co-player. A player using a zero-determinant strategy unilaterally enforces a linear relation between the two players' payoffs. These properties hold for every strategy used by the co-player, whether memory-one or not. PMID:26339123
The Effectiveness Evaluation among Different Player-Matching Mechanisms in a Multi-Player Quiz Game
ERIC Educational Resources Information Center
Tsai, Fu-Hsing
2016-01-01
This study aims to investigate whether different player-matching mechanisms in educational multi-player online games (MOGs) can affect students' learning performance, enjoyment perception and gaming behaviors. Based on the multi-player quiz game, TRIS-Q, developed by Tsai, Tsai and Lin (2015) using a free player-matching (FPM) mechanism, the same…
The Prevalence of Injuries in Professional Turkish Soccer Players
ERIC Educational Resources Information Center
Yamaner, Faruk; Gumusdag, Hayrettin; Kartal, Alparslan; Gumus, M.; Gullu, A.; Imamoglu, O.
2011-01-01
Study aim: To assess the prevalence and anatomical sites of injuries in professional soccer players in one game season. Material and methods: A cohort of 510 professional male soccer players consisting of 48 goalkeepers, 194 defence players, 189 mid-field players and 79 forward players of the 1st and 2nd Turkish Professional Soccer Leagues in…
Accidental Outcomes Guide Punishment in a “Trembling Hand” Game
Cushman, Fiery; Dreber, Anna; Wang, Ying; Costa, Jay
2009-01-01
How do people respond to others' accidental behaviors? Reward and punishment for an accident might depend on the actor's intentions, or instead on the unintended outcomes she brings about. Yet, existing paradigms in experimental economics do not include the possibility of accidental monetary allocations. We explore the balance of outcomes and intentions in a two-player economic game where monetary allocations are made with a “trembling hand”: that is, intentions and outcomes are sometimes mismatched. Player 1 allocates $10 between herself and Player 2 by rolling one of three dice. One die has a high probability of a selfish outcome, another has a high probability of a fair outcome, and the third has a high probability of a generous outcome. Based on Player 1's choice of die, Player 2 can infer her intentions. However, any of the three die can yield any of the three possible outcomes. Player 2 is given the opportunity to respond to Player 1's allocation by adding to or subtracting from Player 1's payoff. We find that Player 2's responses are influenced substantially by the accidental outcome of Player 1's roll of the die. Comparison to control conditions suggests that in contexts where the allocation is at least partially under the control of Player 1, Player 2 will punish Player 1 accountable for unintentional negative outcomes. In addition, Player 2's responses are influenced by Player 1's intention. However, Player 2 tends to modulate his responses substantially more for selfish intentions than for generous intentions. This novel economic game provides new insight into the psychological mechanisms underlying social preferences for fairness and retribution. PMID:19707578
Hack-proof Synchronization Protocol for Multi-player Online Games
NASA Astrophysics Data System (ADS)
Fung, Yeung Siu; Lui, John C. S.
Modern multi-player online games are popular and attractive because they provide a sense of virtual world experience to users: players can interact with each other on the Internet but perceive a local area network responsiveness. To make this possible, most modern multi-player online games use similar networking architecture that aims to hide the effects of network latency, packet loss, and high variance of delay from players. Because real-time interactivity is a crucial feature from a player's point of view, any delay perceived by a player can affect his/her performance [16]. Therefore, the game client must be able to run and accept new user commands continuously regardless of the condition of the underlying communication channel, and that it will not stop responding because of waiting for update packets from other players. To make this possible, multi-player online games typically use protocols based on "dead-reckoning" [5, 6, 9] which allows loose synchronization between players.
Alienation and the game dungeons and dragons.
DeRenard, L A; Kline, L M
1990-06-01
The media has speculated about negative effects of the role-playing game Dungeons and Dragons on players of the game. This study examined differences in feelings of alienation between 35 active players and 35 nonplayers. Fewer players expressed feelings of meaninglessness and more players expressed feelings of cultural estrangement than nonplayers. Other feelings of alienation between players and non-players were not different. Also, more committed players--those who spent more money on the game and played the game more frequently--expressed greater feelings of alienation.
NASA Astrophysics Data System (ADS)
Li, Y. S.; Xu, C.; Hui, P. M.
2018-07-01
Multiple stable states, hysteresis, sensitivity to initial distributions, and a control algorithm for promoting cooperation are studied in an evolutionary prisoner's dilemma with agents connected into a regular random network. A system could evolve into states of different cooperative frequencies xc in different runs, even starting with the same initial cooperative frequency xc(in) and payoff parameters. For a large reward R, some values of xc(in) either take the system to a group of low cooperative frequency (LCF) states or to a few high cooperative frequency (HCF) states. These states differ by their network structures, with cooperative players connected into ring-like structure in LCF states and compact clusters in HCF states. Hysteresis in xc is observed when R is swept down and up, when the final state of the previous R is used as the initial state of the next R. The analysis led us to propose a closed pack cluster algorithm that gives HCF states effectively. The algorithm intervenes the system at some point in time by selectively switching some non-cooperative D-agents into cooperative C-agents at the peripheral of an existing cluster of C-agents. It ensures protection of a small C-cluster from which more cooperation can be induced. Practically, a governing body may first allow a society to evolve freely and then derive suitable policy to promote selected pockets of good practices for attaining a higher level of common good.
Managing player load in professional rugby union: a review of current knowledge and practices.
Quarrie, Kenneth L; Raftery, Martin; Blackie, Josh; Cook, Christian J; Fuller, Colin W; Gabbett, Tim J; Gray, Andrew J; Gill, Nicholas; Hennessy, Liam; Kemp, Simon; Lambert, Mike; Nichol, Rob; Mellalieu, Stephen D; Piscione, Julien; Stadelmann, Jörg; Tucker, Ross
2017-03-01
The loads to which professional rugby players are subjected has been identified as a concern by coaches, players and administrators. In November 2014, World Rugby commissioned an expert group to identify the physical demands and non-physical load issues associated with participation in professional rugby. To describe the current state of knowledge about the loads encountered by professional rugby players and the implications for their physical and mental health. The group defined 'load' as it relates to professional rugby players as the total stressors and demands applied to the players. In the 2013-2014 seasons, 40% of professional players appeared in 20 matches or more, and 5% of players appeared in 30 matches or more. Matches account for ∼5-11% of exposure to rugby-related activities (matches, team and individual training sessions) during professional competitions. The match injury rate is about 27 times higher than that in training. The working group surmised that players entering a new level of play, players with unresolved previous injuries, players who are relatively older and players who are subjected to rapid increases in load are probably at increased risk of injury. A mix of 'objective' and 'subjective' measures in conjunction with effective communication among team staff and between staff and players was held to be the best approach to monitoring and managing player loads. While comprehensive monitoring holds promise for individually addressing player loads, it brings with it ethical and legal responsibilities that rugby organisations need to address to ensure that players' personal information is adequately protected. Administrators, broadcasters, team owners, team staff and the players themselves have important roles in balancing the desire to have the 'best players' on the field with the ongoing health of players. In contrast, the coaching, fitness and medical staff exert significant control over the activities, duration and intensity of training sessions. If load is a major risk factor for injury, then managing training loads should be an important element in enabling players to perform in a fit state as often as possible. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/.
The health status of retired American football players: Super Bowl III revisited.
Nicholas, Stephen J; Nicholas, James A; Nicholas, Calvin; Diecchio, Jennifer R; McHugh, Malachy P
2007-10-01
Despite a perception that retired professional football players have poor health, there are little supporting data. Retired football players have poor health compared with age-matched population norms. Cross-sectional study; Level of evidence, 4. Thirty-six of 41 members of the 1969 Super Bowl winning team were contacted 35 years after that event (3 were deceased, and no contact information was available for 2). Players completed an SF-36 health survey and a medical history and football-specific questionnaire. Each player's football-related injury history before 1969 was documented from medical records. It was estimated that there was 80% power to detect a 10% difference in physical and mental health scores between the retired football players (age, 62 +/- 3 y) and population norms (n = 741) at an alpha level of 0.05. SF-36 scores for physical and mental health were not different from age-matched norms (physical health P = .69; mental health P = .49). The most prevalent medical conditions were arthritis (24 of 36 players), hypertension (13 of 36 players), and chronic low back pain (13 of 36 players). SF-36 physical health scores were 21% lower in players with arthritis (P < .01) and back pain (P < .05) compared with the other players. Physical health scores were 19% above normal for players without arthritis (P < .01) and not different from normal for players with arthritis (6% lower; P = .6). Four of 8 players who had major ligamentous injuries to the knee before 1969 had total knee arthroplasty in the intervening years, compared with 3 of the remaining 28 players (P < .05). The men played professional football for 8.3 +/- 3.8 years, and 33 players (94%) reported having had "very fulfilling" (n = 24) or "somewhat fulfilling" (n = 9) careers. These professional football players had long and fulfilling careers with no apparent long-term detrimental effects on physical or mental health scores despite a high prevalence of arthritis.
Davies, Madeleine A M; Balai, Edward; Adams, Jo; Carter, John-Henry; Judge, Andrew; Newton, Julia L; Arden, Nigel K
2017-01-01
Many funding bodies within the United Kingdom and globally have encouraged public involvement in research. The Department of Health has also called public involvement a sign of good research. Despite the wide acceptance of public involvement improving many aspects of research, from its design to its communication, involvement has varied levels of implementation across different fields of research. Sports people have rarely been involved in research, partly as this research tends not to be funded by mainstream funding bodies. This may lead to a lower research quality, not founded in player ('service user') experiences. When creating a study of former rugby player health, we were very keen to involve rugby players, understand their thoughts on player health, and their playing experiences. This article explains how rugby players were involved in several ways, but mainly in group discussions during the design stage. These groups helped to inform our study's aims and questionnaire, ensure the questionnaire would capture player experiences and answer questions relevant to players, that they would like to understand after their participation in rugby. We found that these groups were easy to arrange, and that in only one session with each group, we were given many ideas of how to improve the questionnaire and study. We believe that other studies in sports should involve sports people, and that this is a useful activity that will change data collection forms and processes, improving the research, helping researchers, and making studies more suitable for players who take part in them. Background Patient and public involvement ('involvement') in the UK has increased in accordance with funding requirements, patient-centered health policy initiatives and reporting of the positive impact of involvement for those involved, research and researchers. However, involvement has not been implemented equally across all disease areas and populations. The aim of this process was to involve rugby players across the research cycle of a player health study, ensure the study is player-centred, and that players had approved and informed the design of the study and its questionnaire from their playing experiences. Methods Two group discussions were undertaken with current students who were playing rugby at a Collegiate University. All male and female University rugby players and two College rugby teams were approached to become involved. Sessions were chaired by a player-lead using a topic guide and were audio-recorded and transcribed. Player suggestions were extracted by the player-lead and discussed within the study team for inclusion in the player health study and its questionnaire. Results Players readily engaged with the sessions and made many contributions to the development of the study and the questionnaire. Players discussed whether certain topics were being collected satisfactorily, and whether the questionnaire would encompass their playing experiences or that of other players. Players suggested where answers might be less reliable, and ways in which this could be improved. Players recommended additions to the questionnaire, and questioned researchers on the choice of language, motivation for question inclusion and if measures were standardised or novel. Alterations were made to the questionnaire based on suggestions, where these were agreed by the study team. Conclusions Involving a group of players in the design of a player health study and questionnaire was not an arduous process and was rewarding for researchers. The process resulted in numerous alterations to the questionnaire and its functionality, which may improve response rate, the experience of players participating in the player health study, and their ability to report relevant information aligned with their previous experience. Player involvement in research was feasible to implement and improved not only the questionnaire, but also researcher confidence in the project and player experiences being accurately captured and leading a reliable data collection processes in a population with the potential for cultural bias to affect the ascertainment of health, pain and injury.
Nash Equilibria in Noncooperative Predator-Prey Games
DOE Office of Scientific and Technical Information (OSTI.GOV)
Ramos, Angel Manuel; Roubicek, Tomas
2007-09-15
A noncooperative game governed by a distributed-parameter predator-prey system is considered, assuming that two players control initial conditions for predator and prey, respectively. Existence of a Nash equilibrium is shown under the condition that the desired population profiles and the environmental carrying capacity for the prey are sufficiently small. A conceptual approximation algorithm is proposed and analyzed. Finally, numerical simulations are performed, too.
Dazed and confused: sports medicine, conflicts of interest, and concussion management.
Partridge, Brad
2014-03-01
Professional sports with high rates of concussion have become increasingly concerned about the long-term effects of multiple head injuries. In this context, return-to-play decisions about concussion generate considerable ethical tensions for sports physicians. Team doctors clearly have an obligation to the welfare of their patient (the injured athlete) but they also have an obligation to their employer (the team), whose primary interest is typically success through winning. At times, a team's interest in winning may not accord with the welfare of an injured player, particularly when it comes to decisions about returning to play after injury. Australia's two most popular professional football codes-rugby league and Australian Rules football-have adopted guidelines that prohibit concussed players from continuing to play on the same day. I suggest that conflicts of interest between doctors, patients, and teams may present a substantial obstacle to the proper adherence of concussion guidelines. Concussion management guidelines implemented by a sport's governing body do not necessarily remove or resolve conflicts of interest in the doctor-patient-team triad. The instigation of a concussion exclusion rule appears to add a fourth party to this triad (the National Rugby League or the Australian Football League). In some instances, when conflicts of interest among stakeholders are ignored or insufficiently managed, they may facilitate attempts at circumventing concussion management guidelines to the detriment of player welfare.
Kailashiya, Jyotsna
2016-01-01
Introduction Although gender difference in aerobic capacity is known, the contributing factors have been researched seldom. Aim To investigate the gender gap and the contribution by percentage Body Fat (BF), Body Mass Index (BMI) and haemoglobin concentration Hb. Materials and Methods The study was conducted on 30 (17 males, 13 females) training status matched young hockey players. Healthy players who were playing upto national level competition were included. BW (Body Weight), BF, BMI, LBM (Lean Body Mass), rHR (restring Heart Rate), HRR (Heart Rate Recovery), Hb, a/rVO2max (absolute/relative), a/rPWC (Physical Work Capacity) and RMR (Resting Metabolic Rate) were measured and analysed. Results There was significant gender difference in the measured parameters. Difference in a/rVO2max remained significant even after controlling for BF, BMI and Hb. Multiple regression and correlation analysis revealed gender difference in VO2max/LBM was due to: BMI(31.91%)>BF(27.60%)>Hb(9.91%). BMI also significantly contributed 3.66% of VO2max/LBM variance, independent of that by gender. Difference in RMR was mainly related to LBM, BF and BMI. Conclusion The study provided an understanding for gender gap in aerobic capacity. Differences in BMI & BF were one of the main reasons. PMID:28050360
The National Football League-225 Bench Press Test and the Size-Weight Illusion.
Luebbers, Paul E; Buckingham, Gavin; Butler, Michael S
2017-06-01
The purpose of this study was to test reports that size and arrangement manipulations of weight plates (i.e., inducing a size-weight illusion [SWI]) effect athletic weightlifting performance. The participants were 72 experienced, weight-trained collegiate American football players. Across three weeks, each athlete performed three different repetitions-to-fatigue bench press tests (NFL-225, SWI-225, and SWI-215). A multiple regression revealed a positive association between participants' strength relative to the test load and repetitions for NFL-225 and SWI-215, but no association with SWI-225. To explore these results, players were ranked into quartiles based on their one-repetition maximum relative to 102.27 kg (225 lb), and a 3 × 4 repeated measures analysis of variance was conducted. The primary finding was a significant Test Condition × Quartile interaction ( p = .004). Bonferroni-corrected pairwise comparisons revealed that Quartile 4 (those with lowest strength relative to test load) completed more repetitions for SWI-225 compared with NFL-225 ( p = .049). These results suggest that alternate weight plate arrangements may be beneficial for those whose bench press load is near the lifter's one-repetition maximum. However, variations of the SWI do not appear to affect the performance of repetitions-to-fatigue bench press tests for the majority of collegiate American football players.
Güllich, Arne; Kovar, Peter; Zart, Sebastian; Reimann, Ansgar
2017-02-01
This study examined contributions of different types of sport activities to the development of elite youth soccer performance. Match-play performance of 44 German male players was assessed by expert coaches twice, 24 months apart (age 11.1-13.1 years), based on videotaped 5v5 matches. Player pairs were matched by identical age and initial performance at t 1 . Each player was assigned to a group of either "Strong" or "Weak Responders" based on a higher or lower subsequent performance improvement at t 2 within each pair (mean Δperformance 29% vs. 7%). A questionnaire recorded current and earlier amounts of organised practice/training and non-organised sporting play, in soccer and other sports, respectively. Group comparison revealed that "Strong Responders" accumulated more non-organised soccer play and organised practice/training in other sports, but not more organised soccer practice/training. Subsequent multivariate analyses (multiple linear regression analyses (MLR)) highlighted that higher resultant match-play performance at t 2 was accounted for R 2 adj = 0.65 by performance at t 1 , together with more non-organised soccer play and organised engagement in other sports, respectively, and greater current, but less earlier volume of organised soccer. The findings suggest that variable early sporting experience facilitates subsequent soccer performance development in German elite youth footballers.
The mixed health messages of Millsberry: a critical study of online child-targeted food advergaming.
Thomson, Deborah M
2011-06-01
This paper offers a critical study of the contradictions of Millsberry.com, a General Mills (GM) advergaming website used to market GM's breakfast cereal brands to children. The paper takes a critical semiotic approach to argue that Millsberry.com sends players contradictory messages about health by simultaneously promoting nutritional wellness and consumption of high-sugar cereals, essentially conflating the two. Players on Millsberry.com create a virtual self (a Buddy) who lives in the fictional town of Millsberry, and a Buddy's health is tracked over time as players make nutritional choices for the Buddy. Health on Millsberry equates to eating from multiple food groups (nutritional balance) and eating only until full (caloric moderation). Yet both of these health messages are essentially undermined by play on the site. Nutritional balance is undermined by both the excessive promotion of high-sugar cereals and the differences between depictions of branded and unbranded foods. Caloric moderation is contradicted by digital advergames that operate on a logic of maximal consumption, by narratives of branded spokescharacters' endless appetites for cereal, and by giveaways of "free" boxes of virtual cereal that can be eaten by the Buddy in a single bite. The study concludes that such mixed messages about nutritional health are highly problematic, particularly given the alarming increase in diet and weight-related diseases among children.
Preventive Effects of Eccentric Training on Acute Hamstring Muscle Injury in Professional Baseball
Seagrave, Richard A.; Perez, Luis; McQueeney, Sean; Toby, E. Bruce; Key, Vincent; Nelson, Joshua D.
2014-01-01
Background: Hamstring injuries are the second most common injury causing missed days in professional baseball field players. Recent studies have shown the preventive benefit of eccentric conditioning on the hamstring muscle group in injury prevention. Specifically, Nordic-type exercises have been shown to decrease the incidence of acute hamstring injuries in professional athletes. Purpose: This was a prospective study performed in coordination with a single Major League Baseball (MLB) organization (major and minor league teams) that targeted the effects of Nordic exercises on the incidence of acute hamstring injuries in the professional-level baseball player. Study Design: Prospective cohort study; Level of evidence, 2. Methods: The daily workouts of 283 professional baseball players throughout all levels of a single MLB organization were prospectively recorded. The intervention group participated in the Nordic exercise program and was compared with a randomly selected control group of professional athletes within the organization not participating in the exercise program. The incidence of hamstring injuries in both groups was compared, and the total number of days missed due to injury was compared with the 2 previous seasons. Results: There were 10 hamstring injuries that occurred during the 2012 season among the 283 professional athletes that required removal from play. There were no injuries that occurred in the intervention group (n = 65, 0.00%; P = .0381). The number needed to treat (NNT) to prevent 1 hamstring injury was 11.3. The average repetitions per week of the injured group were assessed at multiple time points (2, 4, 6, and total weeks) prior to injury. There were significantly fewer repetitions per week performed in the injured group at all time points compared with overall average repetitions per week in the noninjured group (P = .0459, .0127, .0164, and .0299, respectively). After beginning the Nordic exercise program, there were 136 total days missed due to a hamstring injury during the 2012 season. This number was less than the 2011 season (273 days missed) and the 2010 season (309 days missed). Conclusion: Study results indicate the initiation of Nordic hamstring exercises may decrease the incidence of acute hamstring injuries and potentially decrease the total number of days missed due to injury in professional baseball players. Clinical Relevance: The financial and competitive interest in professional baseball players is of large importance to the player, team, and fans. Prevention of injuries is as important to all parties involved as the treatment and rehabilitation following an injury. This prospective study shows the initiation of a simple, free exercise can reduce the incidence of hamstring injury in the professional-level baseball player. PMID:26535336
Clustering in large networks does not promote upstream reciprocity.
Masuda, Naoki
2011-01-01
Upstream reciprocity (also called generalized reciprocity) is a putative mechanism for cooperation in social dilemma situations with which players help others when they are helped by somebody else. It is a type of indirect reciprocity. Although upstream reciprocity is often observed in experiments, most theories suggest that it is operative only when players form short cycles such as triangles, implying a small population size, or when it is combined with other mechanisms that promote cooperation on their own. An expectation is that real social networks, which are known to be full of triangles and other short cycles, may accommodate upstream reciprocity. In this study, I extend the upstream reciprocity game proposed for a directed cycle by Boyd and Richerson to the case of general networks. The model is not evolutionary and concerns the conditions under which the unanimity of cooperative players is a Nash equilibrium. I show that an abundance of triangles or other short cycles in a network does little to promote upstream reciprocity. Cooperation is less likely for a larger population size even if triangles are abundant in the network. In addition, in contrast to the results for evolutionary social dilemma games on networks, scale-free networks lead to less cooperation than networks with a homogeneous degree distribution.
Clustering in Large Networks Does Not Promote Upstream Reciprocity
Masuda, Naoki
2011-01-01
Upstream reciprocity (also called generalized reciprocity) is a putative mechanism for cooperation in social dilemma situations with which players help others when they are helped by somebody else. It is a type of indirect reciprocity. Although upstream reciprocity is often observed in experiments, most theories suggest that it is operative only when players form short cycles such as triangles, implying a small population size, or when it is combined with other mechanisms that promote cooperation on their own. An expectation is that real social networks, which are known to be full of triangles and other short cycles, may accommodate upstream reciprocity. In this study, I extend the upstream reciprocity game proposed for a directed cycle by Boyd and Richerson to the case of general networks. The model is not evolutionary and concerns the conditions under which the unanimity of cooperative players is a Nash equilibrium. I show that an abundance of triangles or other short cycles in a network does little to promote upstream reciprocity. Cooperation is less likely for a larger population size even if triangles are abundant in the network. In addition, in contrast to the results for evolutionary social dilemma games on networks, scale-free networks lead to less cooperation than networks with a homogeneous degree distribution. PMID:21998641
Ferro, Amelia; Garrido, Guadalupe; Villacieros, Jorge; Pérez, Javier; Grams, Lena
2017-07-01
Physical condition and an optimized diet are relevant to enhance performance and recovery. The diet composition and meal frequency of eleven elite wheelchair basketball players were estimated using a 3-day food-weighing diary in two months during the precompetitive-period. Performance was determined through a 20 m sprint test. The players consumed 4.2 ± 0.8 meals/day in May and 4.5 ± 0.9 meals/day in June, resulting in total energy intakes of 2492 ± 362 kcal/d and 2470 ± 497 kcal/d, respectively. The macronutrient distribution was 3.8 ± 1.3 g/kg carbohydrates, 1.7 ± 0.6 g/kg protein, and 36 ± 5% of energy derived from fat in May, and 4.2 ± 1.9 g/kg carbohydrates, 1.5 ± 0.5 g/kg protein and 32 ± 5% of energy derived from fat in June. The maximum velocity of the sprint test improved from 4.77 ± 0.31 m/s in May to 5.19 ± 0.23 m/s in June. Our results revealed carbohydrate intake below and fat intake above recommendations, but improvements of dietary patterns. Further nutritional advice is necessary to ensure health and performance improvements.
F-MARC: promoting the prevention and management of sudden cardiac arrest in football.
Kramer, Efraim Benjamin; Dvorak, J; Schmied, C; Meyer, T
2015-05-01
Sudden cardiac death is the most common cause of unnatural death in football. To prevent and urgently manage sudden cardiac arrest on the football field-of-play, F-MARC (FIFA Medical and Research Centre) has been fully committed to a programme of research, education, standardisation and practical implementation. This strategy has detected football players at medical risk during mandatory precompetition medical assessments. Additionally, FIFA has (1) sponsored internationally accepted guidelines for the interpretation of an athlete's ECG, (2) developed field-of-play-specific protocols for the recognition, response, resuscitation and removal of a football player having sudden cardiac arrest and (3) introduced and distributed the FIFA medical emergency bag which has already resulted in the successful resuscitation of a football player who had a sudden cardiac arrest on the field-of-play. Recently FIFA, in association with the Institute of Sports and Preventive Medicine in Saarbrücken, Germany, established a worldwide Sudden Death Registry with a view to documenting fatal events on the football field-of-play. These activities by F-MARC are testimony to FIFA's continued commitment to minimising sudden cardiac arrest while playing football. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.
Evolution of cooperation through adaptive interaction in a spatial prisoner's dilemma game
NASA Astrophysics Data System (ADS)
Pan, Qiuhui; Liu, Xuesong; Bao, Honglin; Su, Yu; He, Mingfeng
2018-02-01
In this paper, we study the effect of adaptive interaction on the evolution of cooperation in a spatial prisoner's dilemma game. The connections of players are co-evolutionary with cooperation; whether adjacent players can play the prisoner's dilemma game is associated with the strategies they took in the preceding round. If a player defected in the preceding round, his neighbors will refuse to play the prisoner's dilemma game with him in accordance with a certain probability distribution. We use the disconnecting strength to represent this probability. We discuss the evolution of cooperation with different values of temptation to defect, sucker's payoff and disconnecting strength. The simulation results show that cooperation can be significantly enhanced through increasing the value of the disconnecting strength. In addition, the increase in disconnecting strength can improve the cooperators' ability to resist the increase in temptation and the decrease in reward. We study the parameter ranges for three different evolutionary results: cooperators extinction, defectors extinction, cooperator and defector co-existence. Meanwhile, we recruited volunteers and designed a human behavioral experiment to verify the theoretical simulation results. The punishment of disconnection has a positive effect on cooperation. A higher disconnecting strength will enhance cooperation more significantly. Our research findings reveal some significant insights into efficient mechanisms of the evolution of cooperation.
Effect of network topology on the evolutionary ultimatum game based on the net-profit decision
NASA Astrophysics Data System (ADS)
Ye, Shun-Qiang; Wang, Lu; Jones, Michael C.; Ye, Ye; Wang, Meng; Xie, Neng-Gang
2016-04-01
The ubiquity of altruist behavior amongst humans has long been a significant puzzle in the social sciences. Ultimatum game has proved to be a useful tool for explaining altruistic behavior among selfish individuals. In an ultimatum game where alternating roles exist, we suppose that players make their decisions based on the net profit of their own. In this paper, we specify a player's strategy with two parameters: offer level α ∈ [ 0,1) and net profit acceptance level β ∈ [ - 1,1). By Monte Carlo simulation, we analyze separately the effect of the size of the neighborhood, the small-world property and the heterogeneity of the degree distributions of the networks. Results show that compared with results observed for homogeneous networks, heterogeneous networks lead to more rational outcomes. Moreover, network structure has no effect on the evolution of kindness level, so moderate kindness is adaptable to any social groups and organizations.
Dementia, distributed interactional competence and social membership.
Gjernes, Trude; Måseide, Per
2015-12-01
The article analyzes how a person with dementia playing a guitar collaborates with other people in a joint activity. The analysis shows that a person with dementia may gain social membership in a group of persons with and without dementia through social interaction, collaboration, scaffolding and use of material anchors. It shows that interactional skills as well as skills as guitar player are not only products of a mind-body system, but also a product of collaboration between different actors with different participant statuses in a particular situation. The guitar player's mind emerges in the social context of the joint activity and scaffolding. Scaffolding comes from interactive moves from the other participants without dementia and from the guitar. The guitar represents a material anchor. It is a tool for participation, experiences of pleasure, and coping, but it is also a challenge that requires management of face threatening events. Copyright © 2015 Elsevier Inc. All rights reserved.