scholarly journals Kinematic analysis of the "attack to the legs" from wrestling: impact of prior judo expertise

Author(s):  
H. Moufti ◽  
A. Arfaoui

Background and Study Aim: In the framework of motor skill learning and transfer, the objective of the present work is to highlight the kinematics during the technical execution of an "attack to the legs" in wrestling and compare expert wrestlers with wrestlers having a prior judo expertise. Moreover, this study aims to evaluate the effects of training on these characteristics. Material and Methods: 10 male subjects were divided in two groups of five: the first group contains wrestlers with at least 7 years of wrestling practice. The second group contains two-year practice wrestlers with 5-year prior judo experience. Subjects had to perform a movement of attack towards the opponent’s legs (free style wrestling). A three-dimensional analysis was carried, the displacement of seven passive markers placed over anatomical points was quantified (3-D motion analyzer, sampling rate 25Hz). The following parameters were calculated: angulation of the hip and of the knee, velocity and acceleration of the shoulder and of the wrist. The experiment was conducted twice: at the beginning of the wrestling training schedule and ten weeks later. Results: Results showed marked differences between the two groups in the kinematics of the movement. These results suggest interference between prior automatisms and learning new skill. The prior experience in judo would have influenced posture in this group. In the framework of skill transfer and dexterity, this study appears promising to investigate the processes involved in this motor control. Conclusions: Although wrestling and judo are two sport disciplines that belong to the same group of combat sport, this work underlines the specificity of learning and indicates that acquisition of motor abilities in a speciality is not transferred inevitably in a positive way in another speciality of the same group

Author(s):  
Josef Wiemeyer ◽  
Sandro Hardy

Digital games in general require fine motor skills, i.e., operating the computer mouse, the keyboard, the touch-screen, or a joystick. With the development of new gaming interfaces, the performance of whole-body movements became possible to control a game. This opens up new lines of application, e.g. improving motor skills and motor abilities. The most important question is whether and how virtual game-based perceptual-motor training transfers to real motor tasks. Theory distinguishes between specific motor skill learning and generic motor ability improvement. Existing evidence shows that the improvement of motor abilities (e.g., balance) is possible by particular exergames while the improvement of motor skills (e.g., basketball throw) depends on several moderators like accuracy of the interface and correspondence of virtual and real tasks. The authors conclude that there are two mechanisms of transfer, located at the elementary and fundamental perceptual-motor level and at the cognitive level. Current issues for technology comprise adaptivity, personalization, game mastering, accuracy of interfaces and sensors, activity recognition, and error detection.


2008 ◽  
Author(s):  
Michelle V. Thompson ◽  
Janet L. Utschig ◽  
Mikaela K. Vaughan ◽  
Marc V. Richard ◽  
Benjamin A. Clegg

2021 ◽  
Vol 11 (9) ◽  
pp. 3843
Author(s):  
Yifan Shi ◽  
Kelong Cai ◽  
Hao Zhu ◽  
Xiaoxiao Dong ◽  
Xuan Xiong ◽  
...  

Cross-sectional studies suggest that motor skill learning is associated with working memory (WM) and white matter integrity (WMI). However, it has not been established whether motor skill learning improves WM performance, and information on its neural mechanisms have not been clearly elucidated. Therefore, this study compared WM and WMI across time points prior to and following football juggling learning, in early adulthood (18–20 years old), relative to a control group. Study participants in the experimental group were subjected to football juggling for 10 weeks while participants in the control category went on with their routine life activities for the same period of time and were not involved in the learning-related activities. Data on cognitive measurements and that from diffusion tensor imaging (DTI) were collected before and after learning. There was a significant improvement in WM performance of the experimental group after motor learning, although no improvement was observed in the control group. Additionally, after learning, DTI data revealed a significant increase in functional anisotropy (FA) in the genu of corpus callosum (GOCC) and the right anterior corona radiata (R.ACR) in the experimental group. Moreover, the better WM associated with football juggling learning was correlated to a higher FA. Mediation analysis suggested that FA in the GOCC acts as a mediation variable between football juggling learning and WM. These findings show that motor skill learning improves the WM and remodels WMI in early adulthood. With a particular emphasis on the importance of WMI in motor skill learning and WM, this study also revealed the possible neural mechanisms mediated by WMI.


Author(s):  
Daniele Gibelli ◽  
Andrea Palamenghi ◽  
Pasquale Poppa ◽  
Chiarella Sforza ◽  
Cristina Cattaneo ◽  
...  

AbstractPersonal identification of the living from video surveillance systems usually involves 2D images. However, the potentiality of three-dimensional facial models in gaining personal identification through 3D-3D comparison still needs to be verified. This study aims at testing the reliability of a protocol for 3D-3D registration of facial models, potentially useful for personal identification. Fifty male subjects aged between 18 and 45 years were randomly chosen from a database of 3D facial models acquired through stereophotogrammetry. For each subject, two acquisitions were available; the 3D models of faces were then registered onto other models belonging to the same and different individuals according to the least point-to-point distance on the entire facial surface, for a total of 50 matches and 50 mismatches. RMS value (root mean square) of point-to-point distance between the two models was then calculated through the VAM® software. Intra- and inter-observer errors were assessed through calculation of relative technical error of measurement (rTEM). Possible statistically significant differences between matches and mismatches were assessed through Mann–Whitney test (p < 0.05). Both for intra- and inter-observer repeatability rTEM was between 2.2 and 5.2%. Average RMS point-to-point distance was 0.50 ± 0.28 mm in matches, 2.62 ± 0.56 mm in mismatches (p < 0.01). An RMS threshold of 1.50 mm could distinguish matches and mismatches in 100% of cases. This study provides an improvement to existing 3D-3D superimposition methods and confirms the great advantages which may derive to personal identification of the living from 3D facial analysis.


1987 ◽  
Vol 65 (2) ◽  
pp. 483-492 ◽  
Author(s):  
David A. Stamper ◽  
Richard R. Levine ◽  
Paul R. Best

40 male subjects, ages 18 to 40 yr., practiced tracking a moving target by manipulating a viscous-damped tracking device using two band grips. Eight subjects were assigned to each of five training groups. Four shortened training schedules that were considered as representing massed, distributed, or a combination of massed and distributed trials were compared with a four-day training schedule which had been previously used. Total practice time was the same for all groups. The subjects tracked a target which was moving in a fixed arc at a constant angular velocity of 5 mrad/sec. Horizontal standard deviation ( SD) errors were recorded. Analysis showed significant differences in performance among the groups on a subsequent test day; however, one of the massed/distributed schedules visually showed less variability. Comparison of subjective estimates of “Mental Fatigue” and “Eye Fatigue” among the groups were almost the same. The results are discussed in terms of the schedules most likely to produce stable performance by operators.


2015 ◽  
Vol 2015 ◽  
pp. 1-11 ◽  
Author(s):  
Ragunathan Padmashri ◽  
Anand Suresh ◽  
Michael D. Boska ◽  
Anna Dunaevsky

Motor-skill learning induces changes in synaptic structure and function in the primary motor cortex through the involvement of a long-term potentiation- (LTP-) like mechanism. Although there is evidence that calcium-dependent release of gliotransmitters by astrocytes plays an important role in synaptic transmission and plasticity, the role of astrocytes in motor-skill learning is not known. To test the hypothesis that astrocytic activity is necessary for motor-skill learning, we perturbed astrocytic function using pharmacological and genetic approaches. We find that perturbation of astrocytes either by selectively attenuating IP3R2 mediated astrocyte Ca2+signaling or using an astrocyte specific metabolic inhibitor fluorocitrate (FC) results in impaired motor-skill learning of a forelimb reaching-task in mice. Moreover, the learning impairment caused by blocking astrocytic activity using FC was rescued by administration of the gliotransmitter D-serine. The learning impairments are likely caused by impaired LTP as FC blocked LTP in slices and prevented motor-skill training-induced increases in synaptic AMPA-type glutamate receptorin vivo. These results support the conclusion that normal astrocytic Ca2+signaling during a reaching task is necessary for motor-skill learning.


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