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Coordination variability and skill development in expert triple jumpers   总被引:1,自引:0,他引:1  
The aim of this study was to examine the influence of skill of expert triple jumpers on the coordination variability of lower extremity intra-limb couplings. In contrast to the traditional motor learning perspective, we hypothesized that as skill and thus performance increases, movement coordination variability will also increase. Three-dimensional kinematic and ground reaction force data were collected during the hop-step transition phase of the triple jump. Relative motion plots and a modified vector coding technique were used to quantify the coordination variability across the trials. The results were consistent with a U-shaped curve, representing coordination variability, as skill increases. The high coordination variability in less skilled athletes is present while the appropriate characteristics defining the movement coordination patterns are acquired. This coordination variability may not be beneficial to performance. As the refinement of these characteristics is achieved, coordination variability decreases, resulting in a more consistent or regulated performance. In the final stages of developing a skilled performance, a functional variability is accessed that brings flexibility to the system allowing it to cope with perturbations. This study highlights the need to address the learning effect when analysing coordination variability from a dynamical systems perspective.  相似文献   
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Acknowledgements     

Acknowledgement

Acknowledgements  相似文献   
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This study examined attentional processes underlying skilled motor performance in threatening situations. Twenty-four trained participants performed a simulated rally driving task under conditions designed either to direct the focus of attention toward the explicit monitoring of driving or a distracting secondary task. Performance (lap time) was compared with a "driving only" control condition. Each condition was completed under nonevaluative and evaluative instructional sets designed to manipulate anxiety. Mental effort was indexed by self-report and dual-task performance measures. The results showed little change in performance in the high-threat explicit monitoring task condition, compared with either the low-threat or the high-threat distraction conditions. Mental effort increased, however, in all high- as opposed to low-threat conditions. Performance effectiveness was therefore maintained under threat although this was at the expense of reduced processing efficiency. The results provide stronger support for the predictions of processing efficiency theory than self-focus theories of choking.  相似文献   
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The aim of this study was to build an accurate computer-based model to study the water flow and drag force characteristics around and acting upon the human body while in a submerged streamlined position. Comparisons of total drag force were performed between an actual swimmer, a virtual computational fluid dynamics (CFD) model of the swimmer, and an actual mannequin based on the virtual model. Drag forces were determined for velocities between 1.5 m/s and 2.25 m/s (representative of the velocities demonstrated in elite competition). The drag forces calculated from the virtual model using CFD were found to be within 4% of the experimentally determined values for the mannequin. The mannequin drag was found to be 18% less than the drag of the swimmer at each velocity examined. This study has determined the accuracy of using CFD for the analysis of the hydrodynamics of swimming and has allowed for the improved understanding of the relative contributions of various forms of drag to the total drag force experienced by submerged swimmers.  相似文献   
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Hypertext is a nonlinear way of presenting content consisting of nodes and links that a person can access using a variety of search and browsing strategies. In this article, we focus on the use of hypertext as an instructional tool. We compare hypertext instruction with traditional instructional formats. We offer some initial guidelines relating to guidance and control, development and implementation, multiuser management, user interface, and content representation. The paper concludes with a discussion of limitations of learner control as an instructional strategy, and the need for careful instructional design of hypertext instructional programs.  相似文献   
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Abstract

Quiet eye training (QET) may be a more effective method for teaching children to catch than traditional training (TT) methods, but it is unclear if the benefits accrued persist in the long term. Thirty children were randomly allocated into a QET or TT group and, while wearing a mobile eye tracker, underwent baseline testing, training and two retention tests over a period of eight weeks, using a validated throw and catch task. During training, movement-related information was provided to both groups, while the QET group received additional instruction to increase the duration of their targeting fixation (QE1) on the wall prior to the throw, and pursuit tracking (QE2) period on the ball prior to catching. In both immediate (R1) and delayed (R2, six weeks later) retention tests, the QET group had a significantly longer QE1 duration and an earlier and longer QE2 duration, compared to the TT group, who revealed no improvements. A performance advantage was also found for the QET compared to the TT group at both R1 and R2, revealing the relatively robust nature of the visuomotor alterations. Regression analyses suggested that only the duration of QE1 predicted variance in catch success post-training, pointing to the importance of a pre-programming visuomotor strategy for successful throw and catch performance.  相似文献   
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