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Tytuł:
Etyczne problemy działania agentów zawodników w piłce nożnej
Ethical Problems of Activity of Players’ Agents in Football
Autorzy:
Pawlak, Zbigniew
Smoleń, Andrzej
Powiązania:
https://bibliotekanauki.pl/articles/20311476.pdf
Data publikacji:
2012
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
football business
players agents
licenced players agents
players contracts
players transfers
Opis:
The players’ agent is a middleman who, on the strength of an agent contract and with pay, becomes obliged to act as a go-between in concluding contracts between players and clubs or transfer contracts between clubs. According to data of the International Federation of Association Football (FIFA), at the end of March 2011 there were 5794 licensed agents of football players in 219 national federations. According to the FIFA’s regulations, players, as well as clubs, have right to engage licensed agents in connection with negotiationg or renegotiationg of a player’s employment contract or a player’s transfer. Players and clubs are forbidden using services of unlicensed agents. The FIFA’s Regulations on Players’ Agents – and analogous regulations of the Polish Union of Football – burden the agent with many obligations. Moreover, definite obligations are imposed on clubs and players. Additional regulations introduce a code of players’ agents professional conduct. The player’s agent – as well as the player, the club and the union – can be imposed with sanctions for breaking the abovementioned rules. In milieus connected with Polish football there is a quite common opinion that, in spite of severe sanctions provided by regulations, obligations and rules of professional conduct are often broken in activities of players’ agents. However it is an opinion based on rumours and suppositions, which is not confirmed by decisions of the Department of Discipline of the Polish Union of Football concerning infliction of punishment.
Źródło:
Annales. Etyka w Życiu Gospodarczym; 2012, 15; 131-142
1899-2226
2353-4869
Pojawia się w:
Annales. Etyka w Życiu Gospodarczym
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Maksymalne momenty sił mięśniowych zawodników uprawiających piłkę siatkową i siatkówkę plażową
Maximal muscle torques of volleyball and beach volleyball players
Autorzy:
Michalski, R.
Lipińska, M.
Powiązania:
https://bibliotekanauki.pl/articles/98702.pdf
Data publikacji:
2011
Wydawca:
Politechnika Śląska. Katedra Biomechatroniki
Tematy:
siatkarz
siatkarz plażowy
moment sił mięśniowych
volleyball players
beach volleyball players
muscle torque
Opis:
W prezentowanej pracy dokonano porównania zawodników piłki siatkowej (n = 24) z siatkarzami plażowymi (n = 20), pod kątem osiąganych maksymalnych momentów sił mięśniowych, dla 10 zespołów mięśniowych. Badania przeprowadzono na specjalnych stanowiskach służących do pomiarów momentów sił w warunkach statyki. Badane grupy zawodników różniły się wysokością i masą ciała, jednak uzyskane wyniki pozwalają przypuszczać, iż zawodnicy obu dyscyplin charakteryzują się podobnymi wartościami względnej, maksymalnej siły mięśniowej i topografii momentów sił.
This study presents a comparison of volleyball (n = 24) and beach volleyball (n = 20) players, in terms of maximal muscle torques for 10 muscle groups. The measurements were taken on a specific mechanical stands that were designed and built for measuring muscle torques under isometric conditions. Body mass and body height differed in examined groups significantly; however obtained results suggest, that players of both disciplines rather have similar level of relative muscle strength and a strength distribution.
Źródło:
Aktualne Problemy Biomechaniki; 2011, 5; 95-98
1898-763X
Pojawia się w:
Aktualne Problemy Biomechaniki
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Influence of Functional Movement Screen Results on the Frequency of Sports Injuries in Soccer Players
Autorzy:
Kryger, Krzysztof
Wieczorek, Andrzej
Wieczorek, Jacek
Śliwowski, Robert
Powiązania:
https://bibliotekanauki.pl/articles/1030757.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet Szczeciński. Wydawnictwo Naukowe Uniwersytetu Szczecińskiego
Tematy:
FMS
junior players
trauma risk
Opis:
Functional Movement Screen (FMS) is a functional screen test of the motor system which is steadily gaining recognition and popularity among individuals interested in prevention of sports injuries. The FMS test battery includes seven mutually related motor activities to analyse the quality of basic movement patterns. An in-depth interpretation of the performed test design provides good conditions to determine the weakest links in the kinematic chain and to estimate the risk of injury. The objective of this study was to determine the effect of the FMS test results on frequency of sports injuries in soccer players. With the main objective of the study in mind the following research hypothesis was formulated: “a group of players in the lowest interval (14–17 FMS test points) will have a high frequency of injuries in comparison to a group in the upper interval (18–21 points in the FMS test)”. The tests were carried out on a group of 102 younger and older junior soccer players representing the Soccer Academy of KKS Lech Poznań. For that the test design with FMS test procedure was used, followed by a six month period in which the injuries of the individuals in the study group were recorded. The research hypothesis was not confirmed. In the analysis of the results no statistical significance was noted between the total number of points obtained in the FMS test and the number of injuries. It was noted that the number of injuries was statistically significantly correlated with the results of the Shoulder Mobility test of the right side (for all participants and for the players in the lower interval), Hurdle Step test of the left side (for a group of players in the lower interval), and the In-line Lunge test of the left side (for upper interval players). The results of the single variable logistic regression showed that injuries occurred more often in players of the lower interval. A forest plot indicates the direction of the increased risk of injury in players in the lower interval of points: OR = 1.14 (95% CL; 0.71 : 1.83).
Źródło:
Central European Journal of Sport Sciences and Medicine; 2019, 27, 3; 41-53
2300-9705
2353-2807
Pojawia się w:
Central European Journal of Sport Sciences and Medicine
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
A new hand dynamometer activforce isometric muscle activation on single joint muscle force of volleyball players
Autorzy:
Kahraman, Yeliz
Powiązania:
https://bibliotekanauki.pl/articles/34671012.pdf
Data publikacji:
2024-02-23
Wydawca:
Akademia Tarnowska
Tematy:
isometric force
peak
average
volleyball players
Opis:
Isometric muscle activation of single joint to volleyball players is critic on sport performance to produce potential muscle force, however isometric measurement limited in isokinetic muscle activity measurement of volleyball players. Indeed, hand dynamometers commonly use in various body isometric force. Professional volleyball players age 16.23 ± 0.59 yr, body mass 60.22 ± 4.64 kg, hight 1.69 ± 0.04 m participated to peak and average isometric force measurement over 8 week pre and post test. Accordingly, single joint muscle force production measurement of volleyball players tested on isometric muscle activation using a new hand dynamometer activforce 2. Isometric muscle activation tests consisted of 24 body region from upper and lower compartment. For this isometric muscle action test detected on peak force outcomes (SEM: 37.90; CV: 1.79) and average force outcomes (SEM: 33.62; CV: 1.84). The high isometric muscle action joint loading performing mechanical test application recommended on athletic population to using isometric potential high contraction model by strength training performance separately in-season and off-season measurement modeling. Conclusion, peak and average force production progressive isometric modeling of volleyball athletes worked to current sport–health condition. As out, conclusion must be advanced isometric force measurement proper work in sport-specific tasks. The proper isometric force must be repeat sport performance outcome in different sport modalities.
Źródło:
Health Promotion & Physical Activity; 2023, 25, 4; 22-30
2544-9117
Pojawia się w:
Health Promotion & Physical Activity
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Emotional control and burnout in sportsmen on the example of football players
Autorzy:
Stradomska, Marlena
Powiązania:
https://bibliotekanauki.pl/articles/1976592.pdf
Data publikacji:
2021-12-22
Wydawca:
Wyższa Szkoła Gospodarki Euroregionalnej im. Alcide De Gasperi w Józefowie
Tematy:
burnout
football players
psychological help
emotionalcontrol
professionalathletes
Opis:
Objectives This research paper is the conclusion of the considerations that have emerged as a result of research conducted since 2018. The relationships related to the control of emotions and professional burnout in athletes were investigated on the example of footballers. The study involved men in the age of emerging adulthood (19-30 years old), most of them come from the areas of eastern Poland. Ultimately, the responses of 420 men were taken into account. This work is both theoretical and practical, due to the practical implications added to the article. The research results may contribute to the discussion on the definition and functioning of people professionally involved in sport. Material and methods In order to obtain data on the planned research, an author’s questionnaire, Maslach Burnout Inventory (MBI), CECS Emotional Control Questionnaire by M. Watson and S. Greer, scale adapted by Z. Juszczyński was used. Additionally, the second part of the study was conducted in the form of structured interviews in order to obtain more detailed information. Results The most important relationships identified on the basis of this study: the higher the level of subjectively perceivedemotionalcontrol in athletes on the example of footballers, the greater the sense of professional achievement and the lower the sense of emotionalexhaustion and depersonalization. Conclusions Important issues for the respondents, which results from structured interviews, are biological regeneration, contact with a trainer, a group of colleagues, a psychologist or pay ingattention to coping with stress, experiencing failure sorinjuries. Also importantis the possibility of career advancement, raise the prestige of their work and appreciation.
Źródło:
Journal of Modern Science; 2021, 47, 2; 409-430
1734-2031
Pojawia się w:
Journal of Modern Science
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Spinal pain syndromes among video game players
Zespoły bólowe kręgosłupa u graczy komputerowych
Autorzy:
Korpak, Klaudia
Bac, Aneta
Ścisłowska-Czarnecka, Anna
Powiązania:
https://bibliotekanauki.pl/articles/1032115.pdf
Data publikacji:
2020
Wydawca:
Państwowa Wyższa Szkoła Zawodowa w Tarnowie
Tematy:
"e - sport
"spine"
"video game players"
pain"
Opis:
Aim of the study: The purpose of this study was to assess the occurrence of spinal pain syndromes among video game players. Material and methods: 550 persons took part in the survey, including 494 (89.8%) men and 56 (10.2%) women playing video games. The study was conducted using an online questionnaire created using Google Forms. The questionnaire contained 27 questions, including questions about time spent in sitting position, occurrence of spinal pain, ways of dealing with pain and knowledge of the principles of spinal pain prophylaxis. Results: 70% of respondents play on the computer seven days a week, about 3-4 hours a day. Half of the surveyed players devoted one to two hours a day to physical exercise, one third of the study subjects less than an hour, while every third video game player performed physical activity 3-4 times a week. When pain comes, almost 70% of respondents wait for it to subside, every fourth person treats themselves and the rest seeks help of a doctor or physiotherapist. Conclusions: There was no correlation between the number of years spent on playing video games and the occurrence of spinal pain as well as between the daily number of hours spent on playing video games and the occurrence of spinal pain.
Cel pracy: Celem niniejszej pracy była ocena występowania zespołów bólowych kręgosłupa u graczy komputerowych. Materiał i metody: W przeprowadzonym badaniu ankietowym wzięło udział 550 osób w tym 494 (89,8%) mężczyzn i 56 (10,2%) kobiet grających w gry komputerowe. Badania przeprowadzono za pomocą internetowego kwestionariusza ankiety stworzonego z wykorzystaniem Formularzy Google. Ankieta zawierała 27 pytań, wśród których znalazły się m.in. pytania o czas spędzany w pozycji siedzącej, występowanie dolegliwości bólowych kręgosłupa, sposoby radzenia sobie z bólem oraz o znajomość zasad profilaktyki bólów kręgosłupa. Wyniki: Pawie 70% badanych gra na komputerze siedem dni w tygodniu, około 3-4 godzin dziennie. Połowa badanych graczy poświęcała wysiłkowi fizycznemu od jednej do dwóch godzin dziennie, jedna trzecia badanych mniej niż godzinę natomiast co trzeci gracz komputerowy uprawiał aktywność fizyczną 3-4 razy w tygodniu. W przypadku wystąpienia bólu prawie 70% ankietowanych czeka aż ból sam ustąpi, co czwarta osoba leczy się sama a pozostałe osoby korzystają z pomocy lekarza lub fizjoterapeuty. Wnioski: Nie wykazano zależności między stażem grania w gry komputerowe, a występowaniem dolegliwości bólowych kręgosłupa a także między dzienną liczbą godzin poświęcanych na granie w gry komputerowe, a występowaniem dolegliwości bólowych kręgosłupa.
Źródło:
Health Promotion & Physical Activity; 2020, 11, 2; 15-20
2544-9117
Pojawia się w:
Health Promotion & Physical Activity
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Motives for Playing Video Games in the Context of Time. Results of Empirical Research
Motywy grania w gry wideo w kontekście czasu. Wyniki badań empirycznych
Autorzy:
Mazurkiewicz, Bartosz
Stefańska, Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/2127986.pdf
Data publikacji:
2020
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
gry
gry wideo
motywacja graczy
typologia graczy
czas grania
games
video games
players’ motivation
players’ typology
gameplay time
Opis:
Video games are one of the most popular leisure activities. The multitude of games and ways of playing (individually, in a team, online, offline, etc.) allows players to meet their various needs. Thus, from the point of view of game developers, it becomes important to recognise these needs and adapt the product to the expectations of players. Taking the dynamic development of the video game market into account, it seems significant to recognise the players’ motives for spending their time on playing. Therefore, the aim of the article is to identify the players’ motives in terms of the type of need being met and to find an answer to the question whether there is a relationship between the time spent on games and the motives for playing (does the fact that we play longer change the type of need being satisfied?). The text refers to the results of research conducted in April 2020 on a sample of 2,527 players in Poland. The subjects of the study were people who actively played video games – every day or several times a week.
Gry wideo są jedną z najpopularniejszych form spędzania wolnego czasu. Mnogość gier oraz sposobów grania (indywidualnie, zespołowo, online, offline itp.) sprawia, że gracze mogą dzięki nim zaspokajać różne potrzeby. Tym samym z punktu widzenia twórców gier istotne staje się rozpoznawanie tych potrzeb oraz dostosowywanie produktu do oczekiwań graczy. Biorąc pod uwagę dynamiczny rozwój rynku gier wideo, interesujące wydaje się rozpoznanie motywów, którymi kierują się gracze, spędzając czas na graniu. Celem artykułu jest zatem identyfikacja motywów graczy ze względu na rodzaj zaspokajanej potrzeby oraz znalezienie odpowiedzi na pytanie, czy istnieje związek między czasem spędzanym na grach a motywami grania (czy fakt, że dłużej gramy, zmienia rodzaj zaspokajanej potrzeby?). W tekście powołano się na wyniki badań własnych przeprowadzonych wśród graczy w kwietniu 2020 roku, na próbie 2527 graczy w Polsce. Podmiotem badania były osoby, które grają aktywnie w gry wideo – codziennie lub kilka razy w tygodniu.
Źródło:
Replay. The Polish Journal of Game Studies; 2020, 7, 1; 7-26
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
FAIR PLAY, CHEATING AND GAMESMANSHIP IN YOUNG BASKETBALL TEAMS
Autorzy:
Ponseti, F.J.
Cantallops, J.
Muntaner-Mas, A.
Powiązania:
https://bibliotekanauki.pl/articles/449210.pdf
Data publikacji:
2016
Wydawca:
Politechnika Opolska. Wydział Wychowania Fizycznego i Fizjoterapii
Tematy:
Fair play
cheating
gamesmanship
team sports
young players
Opis:
The aim of this study was to analyse young basketball players’ attitudes towards fair play, winning, enjoyment, hard play and the acceptability of antisocial behaviour in the context of sports teams, such as cheating and gamesmanship. The sample included 230 adolescents (139 boys and 91 girls) with a mean age of 12.5 years (Range: 10-15 years; SD = 2.09 years). Results showed the importance of fun in sports, and the greater acceptance of gamesmanship and cheating among female players.
Źródło:
Journal of Physical Education & Health - Social Perspective; 2016, 5, 8; 29-33
2084-7971
Pojawia się w:
Journal of Physical Education & Health - Social Perspective
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
A general framework of agent-based simulation for analyzing behavior of players in games
Autorzy:
Nishizaki, I.
Powiązania:
https://bibliotekanauki.pl/articles/308559.pdf
Data publikacji:
2007
Wydawca:
Instytut Łączności - Państwowy Instytut Badawczy
Tematy:
artificial adaptive agents
simulation
games
behavior of players
Opis:
In this paper, we give a general framework of agent-based simulation for analyzing behavior of players in various types of games. In our simulation model, artificial adaptive agents have a mechanism of decision making and learning based on neural networks and genetic algorithms. The synaptic weights and thresholds characterizing the neural network of an artificial agent are revised in order that the artificial agent obtains larger payoffs through a genetic algorithm. The proposed framework is illustrated with two examples, and, by giving some simulation result, we demonstrate availability of the simulation analysis by the proposed framework of agent-based simulation, from which a wide variety of simulation settings can be easily implemented and detailed data and statistics are obtained.
Źródło:
Journal of Telecommunications and Information Technology; 2007, 4; 28-35
1509-4553
1899-8852
Pojawia się w:
Journal of Telecommunications and Information Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Duration of the Sports Career as a Determinant of the Second Professional Career
Autorzy:
Metelski, Adam
Powiązania:
https://bibliotekanauki.pl/articles/2166147.pdf
Data publikacji:
2021
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej. Wydawnictwo Uniwersytetu Marii Curie-Skłodowskiej
Tematy:
sports career
second career
basketball players
professional reorientation
Opis:
Theoretical background: A sports career is a specific activity because it starts at an early age, lasts a relatively short time, and usually athletes are most successful when their peers are just starting to develop their typical professional careers. In previous research on the second careers of ex-athletes, mainly the top performers were described, forgetting that many athletes play in the lower leagues and sport is also their main profession. In this study, athletes who played at different levels of competition were analysed. Purpose of the article: The article aims to determine how the length of a sports career affects the second professional career of former athletes. Research methods: The studied population were Polish basketball players of working-age after finishing their sports careers. The survey was conducted online in 2021 and 301 people took part in it. The average duration of a sports career of participants was 10.13 years. Former basketball players were divided into 2 groups according to their career length. The first group consisted of those whose basketball careers lasted at least 10 years (160 people), and the second group consisted of those whose careers were shorter than 10 years (141 people). Main findings: Former players whose sports careers lasted for at least 10 years are more satisfied with them than those whose sports careers were shorter, but they assess their current career prospects worse. It may result from the fact that among those whose sports careers were shorter, a greater percentage have higher education. The results also show that those whose basketball careers were longer, are now more likely to work in the field of sport. In conclusion, it can be said that earlier retirement from sports, favours to a greater extent university graduating and also allows a faster transition to a second professional career.
Źródło:
Annales Universitatis Mariae Curie-Skłodowska, sectio H – Oeconomia; 2021, 55, 2; 57-64
0459-9586
2449-8513
Pojawia się w:
Annales Universitatis Mariae Curie-Skłodowska, sectio H – Oeconomia
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Deep tissue massage and flexibility in the structural components of the superficial back line of professional volleyball players: a pilot study.
Autorzy:
Steuer, M.
Jędrzejewski, G.
Dolibog, P.
Kasper-Jędrzejewska, M.
Mroczek, A.
Kaczorowska, A.
Powiązania:
https://bibliotekanauki.pl/articles/2088234.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet Opolski. Instytut Nauk o Zdrowiu
Tematy:
deep tissue massage
superficial back line
volleyball players
Opis:
Background: Massage is a common treatment in physiotherapy, often used as a prophylaxis or during recovery following a musculoskeletal contusion. One form of therapeutic massage is deep tissue massage (DTM), which has become more popular in recent years as a way of performing targeted work with the myofascial system. Aim of the study: The aim of the study was to examine the effectiveness of deep tissue massage on superficial back line flexibility (hip flexion and knee extension range of motion – ROM). Material and methods: Elite volleyball players (n=15), age: 22.8 ± 4.41 years; mass: 82.67 ± 6.99 kg; height: 1.96 ± 0.08 m) were recruited for this study. Deep tissue massage of the myofascial superficial back line was performed from the plantar fascia through the gastrocnemius and soleus muscles, the hamstrings to the ischial tuberosity (based on Myers, 2014). Hip flexion and knee extension ROM were measured at rest both before and after DTM. The Wilcoxon signed-rank test was used to compare pre and post values during the intervention. Results: Following deep tissue massage, there was significant improvement in superficial back line flexibility, demonstrated by an increase in hip flexion angle compared to pre-DTM values in both lower limbs. Right lower limb pre-DTM 1.86±0.66; post 2.79±0.43 (p<0.005), left lower limb pre-DTM 2.36±0.74; post 2.79±0.43 (p<0.028). There was also significant improvement in superficial back line flexibility demonstrated by an increase in knee extension angle post-DTM in both lower limbs. Right lower limb pre-DTM 69.79°±10.8; post 81.43°±6.06, left lower limb pre-DTM 73.07°±11.45, post 82.50°±8.39). Conclusions: Deep tissue massage increases the flexibility of the superficial back line and can be used as a form of increasing range of motion in the hips and knees.
Źródło:
Medical Science Pulse; 2019, 13, 3; 29-34
2544-1558
2544-1620
Pojawia się w:
Medical Science Pulse
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Acute effects of weighted plyometric exercise on sprint, agility and jump performance in university football players
Autorzy:
MH, Haris
Khan, Moazzam Hussain
Tanwar, Tarushi
Irshad, Nida
Nuhmani, Shibili
Powiązania:
https://bibliotekanauki.pl/articles/1925631.pdf
Data publikacji:
2021-01-06
Wydawca:
PPHU Projack Jacek Wąsik
Tematy:
weighted plyometric
plyometric exercise
agility
jump
university football players
Opis:
Background: Conditioning activities such as resistance training can cause excitation of central nervous system resulting in Post-activation Potentiation phenomenon. Plyometric exercise also has an important role to develop Post-activation Potentiation following a resistance stimulus. So the purpose the study was to investigate the immediate effects of weighted plyometric exercise on sprint, agility and jump performance. Materials and methods: Twenty male university football players (age=21.3±1.5 years, body mass=63.3±9.5 kg, height=169.8±6.4 m) participated in this Single group pre-test post-test study. Agility Time (AT), Sprint Time (ST) and Counter-Movement Jump (CMJ) height were measured prior to and 1st and 5th minutes following plyometric exercise. Results: A repeated measures ANOVA employed at baseline (T0), 1 minute (T1), and 5 minutes (T5) post intervention showed significant effect for all the three outcome measures (p<0.001). Post-hoc Bonferroni pairwise comparison showed a significant decrease in both AT and ST from baseline to assessments at both T1 (p<0.001) and T5 (p<0.001), whereas there was a significant increase in the CMJ height. However, no statistical difference was found between T1 and T5 (p=0.058) in ST, but AT was significantly lower at T5 than at T1 (p=0.008), and CMJ height showed significant increase from T1 to T5 (p=0.001). Conclusion: Our results suggest that weighted plyometric exercises have an acute response on sprint, agility and counter movement jump (CMJ Height) following Post-Activation Potentiation (PAP) effect developed after plyometric exercises.
Źródło:
Physical Activity Review; 2021, 1, 9; 1-8
2300-5076
Pojawia się w:
Physical Activity Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Interrelation of Football Players’ (13 to 14 Years Old) Indices of Movement in Various Directions
Autorzy:
Radžiukynas, Darius
Žilinskienė, Nelė
Kemerytė-Riaubienė, Eglė
Gražulis, Donatas
Powiązania:
https://bibliotekanauki.pl/articles/1055081.pdf
Data publikacji:
2015
Wydawca:
Uniwersytet Szczeciński. Wydawnictwo Naukowe Uniwersytetu Szczecińskiego
Tematy:
kinematic and kinetic indices
vertical jumps
young football players
Opis:
The aim of the work – to establish motor skills peculiarities in young football players (aged 13 to 14 years). Methods of the research: Tests for speed and velocity and Tensodynamometry (Radžiukynas 1997). Average height of football players is 168 cm, their body mass – 55.84 kilos, BMI – 19.58. The vertical body movement speed in two foot take-off of the players is 2.49 m/sec, running results: in 10 m run – 1.88 sec (5.31 m/sec), in 20 m run – 3.31 sec (6.04 m/sec), in 30 m run – 4.68 sec (6.41 m/sec), jumping in hexagon area result – 17.16 sec, angular movement result – 2.35 m/sec. Individual movement skills are expressed by kinematic and kinetic indices of interaction with support, such as: squat time (0.348 sec), take-off duration (0.249 sec), squat speed (1.02 m/sec), squat depth (19.5 cm), reactivity of legs’ muscles (22.1 Hz), jump height (31.4 cm), absolute power of take-off (1555 N), relative capacity (28.5 W). Football players do not experience fatigue performing intense two foot vertical jumps, in average 45 jumps in 30 sec. Correlation analysis of all movement directions kinematic and kinetic indices relation significance highlighted the main indices which most objectively allow evaluation, prognosis, and correction of various directions movement level and abilities of young football players. Alteration of these indices’ significance interrelation shows peculiarities of athletes’ body functional systems’ adaptation to training loads, also serves as an effective methodical direction in improving preparation of young football players.
Źródło:
Central European Journal of Sport Sciences and Medicine; 2015, 9, 1; 37-46
2300-9705
2353-2807
Pojawia się w:
Central European Journal of Sport Sciences and Medicine
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Garrick Club i Players – aktorskie kluby dżentelmeńskie
Autorzy:
Kędziora, Alicja
Powiązania:
https://bibliotekanauki.pl/articles/639876.pdf
Data publikacji:
2011
Wydawca:
Uniwersytet Jagielloński. Wydawnictwo Uniwersytetu Jagiellońskiego
Tematy:
gentlemen’s club, actor, Garrick, Players, London, New York
Opis:
Glarrick Club and Players – gentlemen’s clubs of actorstGentlemen’s Club is an institution associating people of approximately the same social status, political preference, professional position, or interests, to which only previously accepted members can be admitted. London’s Garrick Club and New York’s Players Club are unique actors’ clubs in the world, which have specified precisely their professional activity profiles and which own collections of theatre memorabilia and conduct wide-scale charitable activity. Both organizations have similar management systems, a similar model of artistic activity, organization and promotion, as well as member recruitment system. Garrick and Players are one of the last places, where you can naturally come into direct contact with the XIX century culture, where beauty and uniqueness lies in constancy and preservation of the morality of the old days.
Źródło:
Zarządzanie w Kulturze; 2011, 12, 3
2084-3976
Pojawia się w:
Zarządzanie w Kulturze
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Symmetry of proprioceptive sense in female soccer players
Autorzy:
Iwańska, D.
Karczewska, M.
Madej, A.
Urbanik, Cz.
Powiązania:
https://bibliotekanauki.pl/articles/306363.pdf
Data publikacji:
2015
Wydawca:
Politechnika Wrocławska. Oficyna Wydawnicza Politechniki Wrocławskiej
Tematy:
propriocepcja
symetria
kobieta
piłkarze nożni
proprioception
symmetry
female
soccer players
Opis:
Purpose: The purpose of the study was to assess the symmetry of proprioceptive sense among female soccer players when trying to reproduce isometric knee extensions (right and left) and to analyze the impact of a given level of muscle force on proprioception. Methods: The study involved 12 soccer players aged 19.5 ± 2.65 years. Soccer players performed a control measurement of a maximum 3s (knee at the 90°) position in the joint. Subsequently, 70%, 50%, and 30% of the maximum voluntary contraction (MVC) were all calculated and then reproduced by each subject with feedback. Next, the players reproduced the predefined muscle contraction values in three sequences: A – 50%, 70%, 30%; B – 50%, 30%, 70%; C – 70%, 30%, 50% of MVC without visual control. Results: In every sequence, the participants found obtaining the value of 30% of MVC the most difficult. The value they reproduced most accurately was 70% of MVC. Both trial II and trial III demonstrated that the symmetry index SI significantly differed from values considered acceptable (SIRa). In each successive sequence the largest asymmetry occurred while reproducing the lowest values of MVC (30%) (p < 0.05). Conclusion: High level of prioprioceptive sense is important to soccer players due to the extensive overload associated with dynamics stops or changes in direction while running. Special attention should be paid to develop skills in sensing force of varying levels. It was much harder to reproduce the predefined values if there was no feedback.
Źródło:
Acta of Bioengineering and Biomechanics; 2015, 17, 2; 155-163
1509-409X
2450-6303
Pojawia się w:
Acta of Bioengineering and Biomechanics
Dostawca treści:
Biblioteka Nauki
Artykuł

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