Purpose:  This study aimed to quantify and compare lumbar region kinetics in kick and flat serves performed by elite, adolescent male players with and without a history of low back pain (LBP). Lumbar region kinematics, as well as racquet velocity and the position of the ball at impact, was described to facilitate kinetic data interpretation.

Methods:  Twenty Tennis Australia adolescent male players participated; 7 had a history of disabling LBP and confirmed L4/L5 injury and 13 were age-, height-, mass-, and performance-matched controls. The VICON motion analysis system was used to record racquet, upper and lower limb, trunk, and lumbar movement during three "flat" and three "kick" serves. A customized mathematical model calculated lumbar region kinetics/kinematics, racquet velocity, and ball position at impact, and these are reported as if all players were right-handed. A series of 2  2 mixed-model ANOVA were used to compare between pain/no pain and kick/flat serves.


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Purpose:  This study compared regional lumbar (upper and lower), pelvis, trunk, and lower limb kinematics between elite male adolescent players with and without a history of low back pain (LBP) during the kick and flat serves as well as regional lumbar mobility and serving kinematics relative to the end of range.

Methods:  Seven players with a history of LBP and confirmed L4/L5 injury and 13 controls matched for age, height, mass, and performance underwent a three-dimensional motion analysis during serving trials and lumbar mobility assessments. Regional lumbar, pelvis, trunk, and lower limb kinematics were compared between pain/no pain and kick/flat serves using a series of 2  2 mixed-model ANOVA, with independent samples t-tests used to compare regional lumbar mobility between pain/no pain.

Results:  The pain group had significantly reduced lower lumbar mobility in every plane of motion than the no pain group. The pain group demonstrated less right lower lumbar and pelvis/shoulder rotation, greater right pelvic tilt, earlier peak right knee extension velocity during the drive phase of the tennis serves, and greater lower lumbar and pelvis left rotation, upper lumbar left lateral flexion, and anterior pelvis tilt during the forward-swing phase. All players approached their lumbar end of range during the serve.

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The LMC system has also been used as an assessment tool for other motor symptoms of PD, such as tremor. Hironobu and Masashi [24], attempted to measure tremors using the Leap Motion sensor. The purpose was to detect hand motion, which made it possible to measure tremors in the hands without touching them. Chen et al. [25] developed a rapid, objective, and quantitative system for measuring severity of finger tremor to quantify frequency and amplitudes using the LMC system. Butt et al. [26] evaluated motor dysfunction in PD patients, such as slowness of movements, frequency variations, amplitude variations, and speed. In our study, we have not used LMC as an assessment tool for the UL in PD patients. Further studies should include this technology as a quantitative method, in order to provide more accurate parameters for the evaluation of UL motor impairments.

This motion capture rehabilitation method using serious games may be used to treat the UL disorders of PD patients by performing functional exercises in a virtual environment. Moreover, immersive virtual environment attempts to engage the patient to the point of not focusing on the fact of being in a rehabilitation session. Our findings show that the experimental protocol designed for UL rehabilitation in PD is feasible with an excellent satisfaction. Furthermore, all patients completed the protocol with excellent compliance. This is in accordance with other virtual reality studies in which the performance of functional tasks with increasing difficulty and interactive video game environments are shown to enhance motivation and adherence to treatment [9]. These findings, added to the low cost of this semi-immersive VR system, could contribute to the acceptance of this kind of technological treatment as a complementary tool for UL rehabilitation in PD patients.

The LMC system and the serious games designed and used in this study represent a rehabilitation tool that may benefit certain PD patients for the improvement of coordination, speed of movements and fine dexterity in UL interventions. This system presents important advantages over other motion capture systems, namely thanks to its portability, ease of use, commercial availability, low cost and non-invasive nature. Future studies are necessary to further research and verify the outcome of this tool and to determine whether there is an ideal patient type who may benefit more from these interventions.

Hi @user7618. The marked solution has steps to turn the Motion Warning feature off. If you do not have the Motion Warning feature on, your Ring Doorbell will record whenever it detects motion or someone rings the Doorbell.

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Cybersickness, which is described as similar to motion sickness, can result in "nausea, headaches, and dizziness". The severity of symptoms varies wildly from person to person, so not everyone is going to have your experience with it.

You will build up a tolerance of sorts by practicing smaller gaming periods throughout the day and slowly extending those sessions instead of doing one long one. This trains your brain to ignore some of the signals you're getting by teaching it when you're in VR. The end result is that you'll be able to spend more time in VR with fewer or no issues. Regulars who play VR call this your "VR legs," and it's one of the simplest ways to reduce motion sickness, but not exactly the most immediate.

It's a good idea to set up your headset correctly too. That means making sure it fits comfortably and you've correctly set the eye distance between lenses. Your aim here is to reduce the load on your brain. Having the headset positioned on your head properly can alleviate some of the most common motion sickness triggers by making the experience easier to digest. Adjusting your headset fit and the settings ensures you move your eyes as little as possible and goes a long way in preventing dizziness and headaches in VR land.

Lastly, pay attention to your breathing and the temperature of your surroundings. Just as you use deep breathing and perhaps opening a car window to rid yourself of motion sickness symptoms while travelling, you can do the same while in VR. Many VR games give a surprisingly high-intensity workout, so your body temperature can creep up without you realizing it. Adding a fan to the room during sessions and taking calm, measured breaths helps your body stay cool and comfortable.

Making the steps above a regular practice while your body adjusts should stop VR from making you feel sick. If need be, you can also take motion sickness medication to mitigate symptoms, though we recommend trying other options first to help your body build up a natural tolerance to VR motion.

Please note: Motions for Permission to File Late Claims are the only pre-action applications authorized for NYSCEF. All other pre-action motions or special proceedings (i.e., EDPL  304 [E] distribution proceedings) are not eligible for NYSCEF at this time.

A social movement is a loosely organized effort by a large group of people to achieve a particular goal, typically a social or political one.[1][2] This may be to carry out a social change, or to resist or undo one. It is a type of group action and may involve individuals, organizations, or both.[3] Social movements have been described as "organizational structures and strategies that may empower oppressed populations to mount effective challenges and resist the more powerful and advantaged elites".[4] They represent a method of social change from the bottom within nations.[4] On the other hand, some social movements do not aim to make society more egalitarian, but to maintain or amplify existing power relationships. For example, scholars have described fascism as a social movement.[5] e24fc04721

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