Determining the Validity of the Nintendo Wii Balance Board As an Assessment Tool for Balance
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Off the Couch! Video Games That Encourage Activity
Off The Couch! Video Games That Encourage Activity By: Kim Keough “Turn off that video game!” Have you been harassed to turn off your video games and get off the couch? Ever find yourself in a fight with your parents about it? That may be in part because video games have often been blamed for childhood obesity and laziness and your parent may have that in mind. But now, thanks to new technology, many companies are making video games that encourage lots of jumping, dancing, and sports simulations. Now you can play really cool games that test your skills and let you brag about your high scores. But the kicker is that it might keep parents off your back. Now you can say these interactive games get the heart rate up and chest pounding – and that you’re meeting your daily recommendation for exercise! Need more ammo to prove a point? Using video games for fitness has a couple of benefits: Improved motivation: By playing against an opponent, or by trying to beat a previous score, video gamers may be motivated to try harder and do better each day. Working different body parts: Video games geared toward strength training, balance and aerobics can be helpful in getting people moving, rather than just sitting stationary and working their thumbs on the game controller. Bringing families together: You can play fitness-focused games with your parents, sisters, and brothers, improving the fitness of the entire family. Shape Up! You can burn more than four times as many calories per minute playing an active video game than playing a seated game. -
Project M O B I L I T EE
A working guide toward: Movement Opportunities for Building Independence and Leisure Interests through Training Educators and Exceptional learners Project M O B I L I T EE HOPEWELL SPECIAL EDUCATION REGIONAL RESOURCE CENTER Mr. John Gossett, Director Fiscal Agent: CLINTON COUNTY BOARD OF EDUCATION Mr. Carlton Binkley, Superintendent September 1981 DEVELOPMENT SITE Hopewell Special Education Regional Resource Center 5799 West New Market Road Hillsboro, Ohio 45133 Phone: 937-393-1904 The activity which is the subject of this report was supported in whole or in part by the U.S. Department of Education through the Ohio Department of Education. However, the opinions expressed herein do not necessarily reflect the position or policy of the U.S. Department of Education or the Ohio Department of Education and no official endorsement by the U.S. Department of Education or the Ohio Department of Education should be inferred. ii TABLE OF CONTENTS ACKNOWLEDGEMENTS 1 FORWARD 2 INTRODUCTION 2 WHAT PHYSICAL EDUCATION IS 4 ACCOMPLISHING THE GOALS OF PHYSICAL EDUCATION 6 Chart 1 – Development Levels 7-8 CURRICULUM EMBEDDED PHYSICAL EDUCATION ASSESSMENTS 9 Assessment Items and Scoring 9 Test Appropriateness 12 Interpreting the Assessment Scores 12 INSTRUCTIONAL APPROACHES 13 References 17 SECTION 1 - CURRICULUM EMBEDDED ASSESSMENTS 18 Part A – PHYSICAL FITNESS/MOTOR ASSESSMENTS 19 INSTRUCTIONS FOR ADMINISTERING AND SCORING 20 PHYSICAL/MOTOR ASSESSMENTS Test Item 1 – 20 foot Dash 21 Test Item 2 – 30 Yard Dash 23 Test Item 3 – Wheelchair (Power) Push 25 -
Comparing Kinect2 Based Balance Measurement Software to Wii Balance Board
Preprint: Comparing Kinect2 based Balance Measurement Software to Wii Balance Board Zhihan Lv, Vicente Penades, Sonia Blasco, Javier Chirivella, Pablo Gagliardo FIVAN, Valencia, Spain [email protected] ABSTRACT This is the preprint version of our paper on REHAB2015. A In robotics research community, a series of researches have balance measurement software based on Kinect2 sensor is been already done about comparison kinect balance evaluated by comparing to Wii balance board in numerical measurement (KBM) and Vicon balance measurement analysis level, and further improved according to the (VBM) to wii blance board (WBB) [17] [18] [19]. In the consideration of BFP (Body fat percentage) values of the experiment, the WBB was placed on top of the FP to obtain user. Several person with different body types are involved measurement from both devices at the same time, which is into the test. The algorithm is improved by comparing the set as the same as the method1 proposed in kinesiology body type of the user to the ’golden- standard’ body type. research community. The person were instructed to stand on The evaluation results of the optimized algorithm top of the FP and WBB and hold 40 static postures, each preliminarily prove the reliability of the software. lasting 5s. [19] mentioned that the reason to measure the KBM is that the improper lighting, loose fitting clothes, and Categories and Subject Descriptors large objects which surround the subject can adversely influence the skeleton fitting. In our kinect2 based KBM D.2.8 [Software Engineering]: Metrics—complexity measures, method, we find age, height, body type of the person as well performance measures as the error in foot tip position measurement also affect the CoP measurement results slightly. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
THQ Online Manual
INSTRUCTION BOOKLET LIMITED WARRANTY THQ (UK) LIMITED warrants to the original purchaser of this THQ (UK) LIMITED product that the medium on which the computer program is recorded is free from defects in materials and workmanship for a period of ninety (90) days from the date of purchase. This THQ (UK) LIMITED software is sold ”as is“, without express or implied warranty of any kind resulting from use of this program. THQ (UK) LIMITED agrees for a period of ninety (90) days to either repair or replace, at its option, free of charge, any THQ (UK) LIMITED product, postage paid, with proof of purchase, at its Customer Service centre. Replacement of this Game Disc, free of charge to the original purchaser is the full extent of our liability. Please mail to THQ (UK) LIMITED, Ground Floor; Block A, Dukes Court, Duke Street, Woking, Surrey, GU21 5BH. Please allow 28 days from dispatch for return of your Game Disc. This warranty is not applicable to normal wear and tear. This warranty shall not be applicable and shall be void if the defect in the THQ (UK) LIMITED product has arisen through abuse, unreasonable use, mistreatment or neglect. THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES AND NO OTHER REPRESENTATIONS OR CLAIMS OF ANY NATURE SHALL BE BINDING OR OBLIGATE THQ (UK) LIMITED. ANY IMPLIED WARRANTIES OF APPLICABILITY TO THIS SOFTWARE PRODUCT, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED TO THE NINETY (90) DAY PERIOD DESCRIBED ABOVE. IN NO EVENT WILL THQ (UK) LIMITED BE LIABLE FOR ANY SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE OR MALFUNCTION OF THIS THQ (UK) LIMITED PRODUCT. -
TITLE Project Success for the SLD Child, Motor-Perception Activities. INSTITUTION Wayne-Carroll Public Schools, Wayne, Nebr. SPONS AGENC/Bureau Of. Elementary And
DOCUMENT RESUME ED 089 482 BC 061 395 TITLE Project Success for the SLD Child, Motor-Perception Activities. INSTITUTION Wayne - Carroll Public Schools, Wayne, Nebr. SPONS AGENC/ Bureau of.Elementary and Secondary Education (DREW /0E) , Washington, D.C.; Nebraska State Dept. of Education, Lincoln. PUB DATE (74] NOTE 203p.; For related information see EC 061396, IC 061397, and BC 061401 EDRS PRICE MF-$0.75 HC-$10.20 PLUS POSTAGE DESCRIPTORS Body Image; *Curriculum' Guides; *Exceptional Child Education; Kindergarten; *Learning Disabilities; Lesson Plans; Motor Development; Muscular Strength; *Perceptual Motor Learning; *Physical Activities; Primary Grades; Spatial Relationship; Tine Factors (Learning) IDENTIFIERS Elementary Secondary Education act Title III; ESEA Title III; Nebraska ABSTRACT Presented is a curriculum guide for a perceptual motol program which was developed by Project Success (Nebraska) through a Title III grant for language learning disabled elementary level students in kindergarten through grade 3. %he program is said to be arranged in a hierarchy of skills ranging from simple to complex and to be written so that the instructor asks questions that the child answers by movement. It is advised that a chart be kept for each child to enable both the teacher and child to see progress, and to motivate the child to procede on an individual basis. The program is said to comprise five areas: muscular strength, dynamic balance, body awareness, spatial awareness, and temporal awareness. Activities in each area are presented in terms of teacher instructions, objective, concepts, materials required, and questions or directions to be given by teachers. Noted is inclusion of a pretest/posttest and warm up exercises. -
Gaming Catalogue (MEERMAN)
Table of Contents Sony Playstation 2 Slim 2 Nintendo DSi XL 3 Nintendo Game Boy Colour 5 Nintendo Game Boy games 8 Nintendo GameCube w/ GAMEBOY Player 9 Nintendo GameCube w/ broadband adaptor 10 Nintendo GameCube Modem adaptor 11 Nintendo GameCube Wavebird (wireless controller) 12 Nintendo GameCube memory cards (x5) 13 Nintendo GameCube PS2 and PS/2 adapter 14 USB adaptor for Nintendo GameCube 14 Nintendo GameCube Games 15 Nintendo DS 17 Nintendo DS Games 17 Nintendo Wii 18 Nintendo 64 Console 21 Nintendo 64 Games (unboxed) 22 Microsoft Xbox 360 Elite (120 GB) 23 Microsoft Xbox 360: External HD-DVD drive 24 Microsoft Xbox 360 Kinect 25 Microsoft Xbox 360 official remote control 26 Microsoft Xbox 360 games (boxed) 27 Sony Playstation 2 Slim Condition Working Good Includes Playstation 2 Slim unit (Colour: Hot Pink) 2x Dual Shock Controllers One as new (unopened) 8 MB memory card UK power adaptor Composite output cable (Yellow, White, Red RCA) Composite to SCART adaptor Excludes Protective packaging within box (box is bare inside) Nintendo DSi XL Condition Working Excellent Includes DSi XL unit (colour: Wine Red) UK power adaptor Bundled stylus (in unit) Original packaging Club Nintendo pull string carry bag, felt, blue Excludes SD card Nintendo Game Boy Pocket Condition Working Colour: Silver Minor scratch in lower left of screen Worn paint around rear edges (front OK) Excludes Battery cover (missing) Packaging / Box Game (listed separately) Batteries (just to prove functionality) Nintendo Game Boy Colour Condition Colour: Purple Working Generally fair/good Minor scratches around screen, but screen itself is OK Product sticker on rear is a worn Battery cover is not original, and bright green Excludes Packaging Game (listed separately) (Batteries) Nintendo Game Boy Advance x3 1: Special edition (GameBoy Advance SP) Working (Clam shell design with backlight) Blue Good condition, screen scratch free. -
Videogames at the Library: Ahistoricalperspective
VideoGames at the Library: AHistoricalPerspective Gustavo Marfia∗,AlessandroAmoroso∗,MarcoRoccetti∗,GiulioBasile∗,ClaudioE.Palazzi† ∗ Dipartimento di Scienze dell’Informazione - Universit`adiBologna,Italia Email: {amoroso, marfia, roccetti}@cs.unibo.it † Dipartimento di Matematica Pura e Applicata - Universit`adegli Studi di Padova, Italia Email: [email protected] Abstract —We present an overview or the video games available at the Film Library of Bologna. This institution, in collaboration with the University of Bologna, has a whole collateral branch dedicated to the video games, as they can be considered a recreational activity somehow related to movies. This collection of video games conceptually starts from the ones that are strictly connected to movies, and then expands to a wider class of video games. A video game could be related with a movie either as its direct inspiration, its prequel or collateral plot, or also be created as a direct consequence of that movie. The expansion of the collection available in the Library includes a historical set of video games. In this paper we discuss the historical perspective of the relationship between technology and video games, providinga complete historical view of the video games by means of the titles and the consoles available in the Library. Several dedicated consoles are still in working conditions and could be used by the visitors of the Library. I. INTRODUCTION The collection of the Play Room of the Film Library of Bologna contains about 2000 video games, whose releases Fig. 1. Temporal distribution of games available at the Library with respect to the hardware platforms range from 1979, till the present date. -
Renegade Training by Coach Davies
Welcome to the Premier Issue of Hard-Style Dragon Door has been growing into two squaring off with kettlebells, not to mention di ff e r ent direc t i o n s . Tricky Dicky and The Great Communicator. Th e r e will be prizes, of course.) And you can Originally a publisher of Tai Chi and Qigong imagine the fun we could have with a Love res o u r ces only, we have evolved to be the Your Kettlebell Val e n t i n e ’ s Dance. wo r l d ’ s # one provider of cutting-edge fitness Dragon Door Publications presents i n f o rmation—thanks in large part to our The Russian Kettlebell Convention will also bestselling author Pavel Tsa t s o u l i n e . At the host two competitions: a Best Painted Hard-Style same time, we have begun to publish leading Kettlebell competition and a Best Personal ww w. h a r d - s t y l e . c o m nutrition authors like Ori Hofmekler, Dr. Kettlebell Video competition. More details to ww w. d r a g o n d o o r. c o m Gre g o r y Teff t , and Dr . Mark Brud n a k . follow soon. Best way to keep informed is to sign up for three of our newsletters on Publisher & Editor-in-Chief It ’ s time to separate out these two areas and ww w. d r a g o n d o o r .com: Power by Pavel, the John Du Cane give them their own distinct identity. -
The Solve It Squad to the (Dog) Rescue!
The Solve It Squad to the (Dog) Rescue! written by Brian Rosenthal, Corey Lubowich, & Joey Richter Tin Can Bros V1 COLD OPEN 1 INT. SOLVE IT SQUAD CLUBHOUSE - DAY 1 The SQUAD is jammed into the old Solve It Squad HQ, a treehouse adorned with maps, drawings, and memorabilia from their childhood exploits. It's way too small for four adults in their thirties. KEITH, a delusional bro who likely peaked in high school, attempts to take charge. KEITH Alright, Squad! Let’s get to work. POV of Instagram where GWEN is livestreaming their meeting. She feigns the bubbliness of an influencer with ease, relentlessly shrewd in her pursuit of the limelight. GWEN Yes, the rumors are true. The Solve It Squad is back in biz. Keith, tell them what we're doing. Keith enters frame, and the flurry of hearts on the screen instantly turn to thumbs-down emojis. KEITH Sure thing, babe. Looks like we got BIG trouble at the LITTLE Mayberry Zoo. It seems, Fam, that their one and only, fur-rocious tiger has gone missing. SCRAGS, a straight-laced, gangly, and slightly jumpy man, interrupts. SCRAGS Easy there, Keith. The details of squad operations should remain within the squad. Bad guys have Instagram too. Gwen flips the camera back to herself. GWEN Ooo. Hot take, Scrags! What do y'all think? Send a Kissy Face if you agree!! ESTHER scoffs. They are brilliant, paranoid, and heavily self-medicated. 2. ESTHER (sarcastically) Great idea, Gwen. I'm sure you'll get thoughtful feedback from all those Russian bots. -
69623.Pdf (2178Mb)
´Index 1 Introducci´o 7 1.1 Motivaci´o ............................. 7 1.2 Context .............................. 8 1.3 Objectius ............................. 8 2 Estudi d’antecedents 11 2.1 Introducci´o ............................ 11 2.2 Elpassat.............................. 12 2.2.1 Joystick .......................... 12 2.2.2 Pistolesdellum...................... 16 2.3 Elpresent ............................. 19 2.3.1 Gamepad ......................... 19 2.3.2 Teclat ........................... 24 2.3.3 Ratol´ı ........................... 29 2.3.4 Volant ........................... 33 2.3.5 WiiRemote ........................ 36 1 2.3.6 Pantalla t`actil . 40 2.3.7 Acceler`ometre . 44 2.3.8 Balanceboard....................... 45 2.3.9 Dancepad......................... 48 2.3.10 Dispositius musicals . 50 2.4 Elfutur .............................. 52 2.4.1 C`ameres .......................... 54 2.4.2 Realitat Augmentada . 62 2.4.3 Micr`ofon.......................... 68 2.4.4 Dispositius ment-computador . 71 3 Tecnologia 77 3.1 DispositiuEmotivEPOC. 77 3.1.1 Eldispositiu........................ 77 3.1.2 Usdeldispositiu´ ..................... 79 3.1.3 Programes inclosos . 79 3.1.4 EmoComposer....................... 82 3.1.5 Estructura......................... 82 3.1.6 Usosdel’API ....................... 87 3.1.7 Provesdeprecisi´o. 93 3.2 OpenGL.............................. 97 3.2.1 Arquitectura........................ 98 3.2.2 Us´ ............................. 99 2 4 Model de requeriments 101 4.1 Requeriments no funcionals . 101 4.2 Requeriments funcionals . 102 5 Especificaci´o 103 5.1 Actorsdelsistema. .104 5.2 Casosd’´us.............................104 5.2.1 Iniciar aplicaci´o. 104 5.2.2 Finalitzar aplicaci´o . 106 5.2.3 Navegar ..........................106 5.2.4 Saltarportal. .107 5.2.5 Disparar..........................108 5.3 Modelconceptual . .109 6 Disseny 111 6.1 Diagramadeclasses. .111 6.2 Diagrames de seq¨u`encia . -
Journal of Exercise Science and Physiotherapy (JESP)
Comparative Analysis of Effectiveness of Conventional Proprioceptive Training and Multistation Proprioceptive Training on Vertical Jump Performance in Indian Basketball Players- Gaurav, S. et al Comparative Analysis of Effectiveness of Conventional Proprioceptive Training and Multistation Proprioceptive Training on Vertical Jump Performance in Indian Basketball Players Gaurav1, S., Pooja2, A., Shishir3, N., Tanvi4, A. 1Consultant Physiotherapist, Institute of Brain and Spine, Sunflag Hospital. Faridabad, Haryana 2Assistant professor, Manav Rachna International University. Faridabad,Haryana 3Assistant professor, Manav Rachna International Universit, Faridabad, Haryana 4Assistant professor, Santosh Medical College. Ghaziabad Abstract The purpose of the study is to investigate whether conventional (wobble board) proprioceptive training or multi-station proprioceptive training is an effective way to improve vertical jump performance. The research study included 30 basketball players divided into the two groups, Group A (n = 15) and Group B (n = 15). The group A underwent the wobble board proprioceptive training program lasting for four weeks. The group B was administered the multi- station proprioceptive training program lasting for four weeks. Both the training programs consisted of one-leg and double-leg static and dynamic balance drills. The demands and duration of those exercises increased progressively. The vertical jump height was estimated by Sergeant Jump Test at the beginning, after second week and at the end of the experiment. The results of this study indicate that Multi-station training showed greater improvements as compared to the conventional balance training and the results were significant at p<0.01. Multi-station training consisted of gradually progressive activities on exercise mats, wobble boards, mini trampoline, thera – band and walking on uneven surface while the conventional training consisted of training on wobble boards.