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3,468 result(s) for "Campbell, Mark"
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The Incidence of Injury in Amateur Male Rugby Union: A Systematic Review and Meta-Analysis
Background Rugby union is a physically demanding, full-contact team sport that has gained worldwide popularity. The incidence of injury in rugby union has been widely reported in the literature. While comprehensive injury surveillance and prevention programmes have been implemented within the professional game, there is a need for similar strategies in the amateur game. Despite recent increases in the volume of research in rugby, there is little consensus regarding the true incidence rate of match and training injuries in senior amateur male rugby union players. Objective The aim of the current review was to systematically review the available evidence on the epidemiology of time-loss injuries in senior amateur male rugby union players and to subsequently conduct a meta-analysis of the findings. Methods A comprehensive search of the PubMed, Scopus, SportDiscus and Google Scholar electronic databases was performed using the following keywords; (‘rugby’ OR ‘rugby union’) AND (‘amateur’ OR ‘community’) AND (‘injur*’ OR ‘pain*’). Six articles regarding the incidence of injury in senior amateur male rugby union players, in both matches and training, were retrieved and included in the meta-analysis to determine the overall incidence rate of match injury, with descriptive analyses also provided for other reported variables. Results The overall incidence rate of match injuries within senior amateur rugby union players was 46.8/1000 player hours [95% confidence interval (CI) 34.4–59.2]. Contact events accounted for the majority of injuries, with the tackler more at risk than the player being tackled, and with respective incidence rates of 15.9/1000 player hours (95% CI 12.4–19.5) and 12.2/1000 player hours (95% CI 9.3–15.1). Conclusion This meta-analysis found that the incidence rate of injury in amateur rugby union players was lower than that in professional players, but higher than the incidences reported in adolescent and youth rugby players. By understanding the true incidence and nature of injuries in rugby, injury prevention strategies can best be implemented. Future prevention strategies may best be aimed towards the tackle area, specifically to the tackler, in order to minimize injury risk.
Everything remains raw : photographing Toronto's hip hop culture from analogue to digital
\"Amongst the algorithmic pulsations that remap informational networks at the whim of any giant tech company, hip hop culture produces ways of knowing (and being in) the world that continually disrupt the status quo. Guided by a sense of rawness -- an unsanitized speaking of truth to power -- hip hop culture thrives outside of the formal and institutional settings which are often used to confer importance. Hip hop has no use for such pedestals. Its inherent and purposefully self-critical nature ensures that hip hop is both a widely appealing form for youth protest and a self-calibrating system of quality control. A photographic excavation of Toronto's hip hop archive, ...Everything Remains Raw draws on photographs of Kardinal Offishall, Michie Mee, Dream Warriors, Maestro, Drake, Director X, and others by Michael Chambers, Sheinina Raj, Demuth Flake, Craig Boyko, Nabil Shash, Patrick Nichols, and Stella Fakiyesi to offer a deep dive in hip hop's visual culture. An intentional intersection of the taste-making skills of the DJ and the nuanced particularism of the curator, the book and the accompanying exhibition juxtapose never-before-seen images with photojournalism, street posters, and zines to reframe and enhance popular understandings of this thing called hip hop\" -- Provided by publisher's website.
Investigating sex differences, cognitive effort, strategy, and performance on a computerised version of the mental rotations test via eye tracking
Mental rotation tests (MRTs) have previously shown one of the most prominent sex differences in cognitive psychology, marked by a large male performance advantage. However, debate continues over the reasons for these sex differences. Previously, we used pupillometry to demonstrate sex differences in the cognitive effort invoked during the original MRT. Here, we evaluated the magnitude of sex differences during performance on a computerized version of the Vandenberg and Kuse MRT. Secondly, we examined whether fixation metrics could illuminate strategy use by participants. Finally, we used pupillometry to investigate whether cognitive effort differed between sexes and trials of different difficulty. While our results demonstrate no performance differences between sexes on the computerized MRT, fixation patterns provided evidence that gaze strategy was associated with performance on different parts of the test. Moreover, we show the cognitive demand of the V&K MRT, evidenced by large task dependent increases in participants’ pupil diameters.
Decoding the Feeling: Investigating the Vibration Used in Sim Racing Steering Wheel Haptic Feedback
Haptic technology has long been integrated into simulated (sim) environments to create a sense of realism and improve performance. In sim racing, force and vibrotactile feedback have been implemented into steering wheels to create a more realistic experience. However, little is understood about how these types of feedback convey information to the sim racer. This study aimed to decode the vibration frequencies transferred through the steering wheel to the user and investigate how these frequencies vary as the strength of each feedback channel is manipulated. Using a Noraxon Ultium EMG accelerometer, the movements of a Logitech G Pro sim racing wheel were recorded whilst four participants completed five clean laps across nine different conditions. During each condition, a combination of force feedback (0 nm, 6 nm, or 11 nm) and vibrotactile feedback (0%, 50%, or 100%) settings were altered. Accelerometer data were pre-processed and Fast Fourier Transforms were performed to allow examination of signal power at frequencies of up to 200 Hz. Two-way repeated measures ANOVAs were performed to investigate differences in power at relevant frequencies across conditions and laps. Wheel motion was predominantly contained within the 0-5 Hz (force feedback and racer input) and 25-30 Hz ranges. No significant differences were seen in 0-5 Hz power between conditions, but the 25-30 Hz range was observed to exponentially increase as vibrotactile feedback was linearly increased. Finally, 25-30 Hz power at a fixed vibrotactile feedback intensity significantly decreased when the force feedback intensity was increased. This study decodes the haptic feedback relayed to the user through a sim racing wheel and highlights atypical changes to signal amplitude across various frequency bands when altering force and vibrotactile feedback intensity.
Thanos. The infinity conflict
\"In a desperate bid to protect all of reality, Adam Warlock once gave the Reality Gem to the Mad Titan Thanos. Years later, that decision has come to haunt him. For now, Thanos is on the verge of becoming the lord of all reality! Only his troublesome brother, an errant troll and a strange trick of resurrection stand in his way ... or so it seems. For deep within the Titan lurks an abnormality, a torturous second existence. A rebellion within his very soul! And so it may prove Thanos himself who fights most intensely against his own future!?\"--Amazon.com.
Differentiating right upper limb movements of esports players who play different game genres
Esports is a fast-growing worldwide phenomenon encompassing hundreds of millions of competitive players. It is well-established that different game genres require distinct cognitive skills, but the biomechanical implications of playing different game genres have received little attention. This is the first study to quantify gamers’ kinematic behaviour across genres, demonstrating the importance of physical demands on performance and equipment in esports. The purpose of this study was to investigate whether the right upper limb kinematic behaviour differs among players across game genres. 63 esports players played a First Person Shooter (FPS), Multiplayer Online Battle Arena (MOBA), or Adventure game for 10 min. Three tri-axial accelerometers, positioned on each participant’s right upper limb (hand, forearm, arm), recorded kinematic data during gameplay. Hand acceleration magnitude, direction change, distance travelled (sum of all hand displacements over 10-min of gameplay), and displacement area (size and shape) were calculated in addition to hand, forearm, and arm acceleration ratios. There was a marked difference in movement patterns across players of different game genres. FPS players displayed greater hand acceleration magnitude (0.96 m.s −2  ± 0.07 SEM), moved their hand through a greater distance (38.96 m ± 2.47 SEM), and over a larger displacement area (119.13 cm 2  ± 16.05 SEM) compared to MOBA and Adventure players. MOBA players exhibited greater hand acceleration magnitude (0.73 m.s −2  ± 0.05 SEM), changed direction more (2335 ± 172 SEM) and covered more distance (29.25 m ± 1.80 SEM) compared to Adventure players within a smaller overall area (70.49 cm 2  ± 9.91 SEM). These findings have the potential to impact the design of gaming equipment and the training volumes of gamers across different game genres, so as to mitigate injury risk and improve overall gaming performance.
A Comparative Performance Analysis of Load Cell and Hall-Effect Brake Sensors in Sim Racing
Alongside the general growth in gaming and esports, competitive simulated (sim) racing has specifically surged in popularity in recent years, leading to an increased demand for understanding performance. In recent work, braking-related metrics were identified among the key indicators of successful sim racing performance. While load cell sensors currently serve as the industry standard for brake hardware, sensors like the Hall sensor may provide another viable option. No study to date has compared the performance of these braking sensors. The aim of this study was to investigate whether sim racing performance differed when racing using a load cell or Hall brake sensor. Twenty (N = 20) experienced sim racers raced with both the load cell and Hall brake sensors (with load cell behaviour mimicked on the Hall sensor) in a repeated measures design. Paired samples t-tests, Wilcoxon-signed rank tests, and chi-square goodness-of-fit tests were used to test for differences in lap time, driving behaviour metrics, and subjective responses between the two sensors. Results showed that participants achieved faster lap times using the load cell brake sensor (average lap time (p = 0.071); fastest lap time (p = 0.052)) and displayed braking behaviour more aligned with that of a “faster racer”. The differences observed may be potentially attributed to differences in in-game response curves between two brake sensors, which specifically may impact both the initial, and trail braking, phases.