Sökning: "cross-over"

Visar resultat 1 - 5 av 123 uppsatser innehållade ordet cross-over.

  1. 1. Hur påverkar dykreflexen återhämtningen efter aerob submaximal fysisk aktivitet med avseende på puls och självskattad ansträngning?

    Kandidat-uppsats, Uppsala universitet/Fysioterapi och beteendemedicin

    Författare :Gabriel Jansson; Ludvig Rudberg; [2024]
    Nyckelord :Diving reflex response; Heartrate recovery; Physiotherapy; Percieved exertion; Autonomic nervous system.; Dykreflexen; pulsåterhämtning; Fysioterapi; självskattad ansträngning; autonoma nervsystemet;

    Sammanfattning : Bakgrund: Dykreflexen är en reflex som aktiveras när däggdjur håller andan och när receptorer i ansiktet utsätts för kyla. Det är en evolutionär adaption som har utvecklats för att spara på syre i situationer då ny syretillförsel inte finns att tillgå. Den syresparande funktionen aktiveras även vid endast kylstimulering av ansiktet. LÄS MER

  2. 2. Cybersickness in a Virtual and Mixed Reality Flight Simulator With a Video See-Through Head-Mounted Display

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Christian K. K. Lindberg; [2023]
    Nyckelord :cybersickness; virtual reality; mixed reality; flight simulator; military; cybersjuka; virtuell verklighet; blandad verklighet; flygsimulator; militär;

    Sammanfattning : The Swedish Air Force Combat Simulation Centre (FLSC) is investigating how immersive technologies can be used with flight simulators. Cybersickness is sickness-like effects experienced when immersed in virtual environments using head-mounted displays. LÄS MER

  3. 3. Oral contraceptive phases and performance : Strength, anaerobic capacity, and lactate responce

    Kandidat-uppsats, Högskolan i Halmstad/Akademin för företagande, innovation och hållbarhet

    Författare :Isa Rönneblad; Elsa Ohrås; [2023]
    Nyckelord :Performance; oral contraceptive; contraception; Wingate; IMTP; anaerobic capacity; strength; percieved energy level; lactate; prestation; p-piller; preventionsmedel; anaerob förmåga; styrka; upplevd energinivå; laktat;

    Sammanfattning : Background: Oral contraceptives are common among female athletes. Still, its effects on athletic performance are poorly investigated. Research in the area has increased in recent years. However, the study qualities and designs are often insufficient and with small sample sizes. LÄS MER

  4. 4. Bad Bitch, White Witch : A Study of the Crossover Star Personas of Supermodel-Actors Devon Aoki and Abbey Lee

    Master-uppsats, Stockholms universitet/Filmvetenskap

    Författare :Aléks J. Forsenberg; [2023]
    Nyckelord :Supermodel-actors; Stardom; Celebrity; Star personas; Devon Aoki; Abbey Lee; Action film; Horror film; Bodily capital; Whiteness; Asian stereotypes; Modelling; Supermodels; Fashion models;

    Sammanfattning : While it is very common for supermodels to make the occasional foray into cinematic performance, and some of them manage to turn these forays into full-time careers in acting, it is very rare that supermodel-actors are afforded any academic attention. This thesis seeks to change this through a case study of two supermodel-actors: Devon Aoki and Abbey Lee. LÄS MER

  5. 5. A Hypnotic Digital Artefact

    Master-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Micaela Cederlund; [2023]
    Nyckelord :Gurdjieff; NLP; Neuro Linguistic Programming; Neuro-Linguistic Programming; Flow; Trance; Ericksonian Hypnosis; Hypnosis; Hypnotic; Trance-Hypnotic; Trance-Hypnotic Experiences; Trance-Hypnotic Experience; consciousness; alternate state of consciousness; Flow Theory; hypnotic artefact; hypnotic artefacts; Milton Erickson; Ericksonian; Bandler and Grinder; Grinder; Bandler; Grinder and Bandler; decadence; autotelic experiences; autotelic experience; autotelic; phenomenology; Cultist Simulator; Cultist; Simulator; Csikszentmihalyi; Weather Factory; Alexis Kennedy; Lottie Bevan; Ian Bogost; Procedural Rhetorics; Game Design; Games Design; Games; Computer Games; Computer Game; Game; Digital Design; Games Design Rhethorics; Game Design Rhetorics; Absorption; Inwards Attention; Interiorly; Inwards Spaces; Hypnotic Digital Artefact; Hypnotic Digital Artefacts; Digital Artefacts; Digital Artefact; Neurolinguistic; Neuro Linguistic; Neuro-Linguistic;

    Sammanfattning : This essay investigates what may constitute a hypnotic digital artefact from a design standpoint. This essay is meant to help designers who want to create hypnotic digital artefacts in the shape of a game, or researchers who wants to further this field. LÄS MER