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OTRAS PUBLICACIONES

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Gender benefit in laparoscopic surgical performance using a 3D-display system: data from a randomized cross-over trial

Autor

Busshoff, J.

2021

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Surg Endosc

Tipo de publicación

Artículo de revista

Idioma

Inglés

Palabras clave

3D laparoscopy; Gender; Laparoscopic surgery; Medical education.

Resumen

The use of 3D technique compared to high-resolution 2D-4K-display technique has been shown to optimize spatial orientation and surgical performance in laparoscopic surgery. Since women make up an increasing amount of medical students and surgeons, this study was designed to investigate whether one gender has a greater benefit from using a 3D compared to a 4K-display system.

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Detecting Parkour Spots from Urban Imagery

Autor

Saloheimo, T.

2020

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Aalto University

Tipo de publicación

Trabajo fin de grado/máster o similar

Idioma

Inglés

Palabras clave

parkour, machine learning, transfer learning, neural networks, deep learning, computer vision

Resumen

This thesis investigates detecting potential parkour spots from urban street level imagery. It shows that by using transfer learning it is possible to re-train a convolutional neural network originally trained for general object detection to instead perform the task of parkour spot detection using just a few thousand street level images annotated by parkour hobbyists. The work demonstrates that this machine learning process can be facilitated by street level images easily available through online services such as Google Street View, open-source machine learning frameworks, and publicly available pre-trained neural networks. As such, these methods are widely available even to people without extensive machine learning knowledge. Combining the low training data requirement and readily available tools means that it is possible to deploy machine learning solutions for tasks like parkour spot detection in just a few days. This provides a novel tool for discovering and understanding physical activity opportunities in one's everyday environment, which is useful for researchers and practitioners of fields such as urban design and exercise video games.

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From employability to ‘complexability’: Creatour – a construct for preparing students for creative work and life

Autor

Higdon, R. D.

2018

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Industry and Higher Education

Tipo de publicación

Artículo de revista

Idioma

Inglés

Palabras clave

Creative learning, creative work, employability, parkour, work readiness

Resumen

Higher education students and employers in the creative industries dismiss the prevailing skills-focused concept of ‘employability’ as inadequate. Entry into the creative world and subsequent survival require access to contact networks, confidence and the adaptability to cope with uncertainty and with changing contexts for business, partnerships and innovative opportunities. ‘Complexability’, it is suggested, better describes such interactive abilities. In close work with undergraduates, graduates and practitioners in two contrasting disciplines, architecture and dance, a set of interlocking briefs – the ‘creatour’ construct – emerges for the development of the necessary abilities and perspectives. A dance student’s passion for parkour inspired the construct. The article sets out the rationale behind the development of creatour and the methodology through which it was achieved. Its key stages are explained in detail and initial evaluations are reviewed. Although initially developed for the creative arts, unexpectedly creatour has also been seen as applicable to law, business and medicine.

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Identificación y caracterización de lugares en los que se practican deportes urbanos en el municpio de fusagasugá

Autor

Ruiz, E.F. & Gómez, F.N.

2016

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Universidad de Cundinamarca

Tipo de publicación

Trabajo Fin de Grado/Máster o similar

Idioma

Español

Palabras clave

Resumen

En los últimos años en Fusagasugá, ha estado presente la práctica de deportes urbanos no convencionales. Entre ellos tenemos: skateboarding, tricking, BMX, calistenia y Parkour, prácticas que han adecuado ciertos espacios para realizar las mismas. Por lo tanto, en este trabajo, se propone identificar y caracterizar los espacios donde los jóvenes actualmente practican dichos deportes. Así mismo, es preciso realizar un estudio en el cual se identifiquen los terrenos públicos para construir dichos escenarios. Para ello se tienen en cuenta factores tanto catastrales como sociales. Además, se resalta el significado que esta práctica tiene en el desarrollo individual y creación de identidad de los practicantes. Para obtener la información, se emplearan técnicas cualitativas y cuantitativas. La primera se aplicara de manera directa con los grupos de deportistas para saber sus opiniones sobre los espacios que utilizan para practicar su deporte, y la segunda para saber con qué espacios se cuentan y saber su estado en lo que a infraestructura respecta, evidenciando la necesidad de nuevos y adecuados escenarios deportivos para la práctica de deportes urbanos no convencionales en el municipio de Fusagasugá.

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Moving like a kid again: an analysis of Parkour as free-form adult play

Autor

Kelley, M.E.

2011

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Western Washington University

Tipo de publicación

Trabajo Fin de Grado/Máster o similar

Idioma

Inglés

Palabras clave

Resumen

Parkour is a sport that developed in France in the late 1980s that is described as "the art of movement." The objective of the participant is to choose a route of their own making, from an arbitrary Point A to Point B, and move through that route as efficiently as possible, overcoming any obstacles that are along the way. As of 2011, Parkour has become an international pastime, with practitioners, called "traceurs," participating all over the world. This thesis proposes that Parkour is a form of play, specifically locomotor play. The movements that make up this type of play are universal as to be identifiable cross-species in all primates. Several researchers are beginning to discuss an "evolutionary" or innate set of play behaviors, particularly movements seen in locomotor play. Qualitative ethnographic data was collected on traceurs and compared with previous studies of play performed on children and primates. The qualitative data indicates that Parkour fits well into the descriptions and definitions of play as discussed in previous studies. No quantitative analysis or analysis of movement has previously been performed on Parkour to analyze the behavior of traceurs and to see if it fits in with play research. Using publicly available videos, new quantitative data is introduced that demonstrates that traceurs are using the same locomotor movements seen in all other primates, and it is proposed that Parkour is a good fit with innate free-form locomotor play. Findings are discussed, as well as what other applications this research may have.

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Jump Cuting. Tracing of parkour as invisible spectacle through the filmic city

Autor

O’Brien, S.

2011

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University of Canterbury

Tipo de publicación

Trabajo Fin de Grado/Máster o similar

Idioma

Inglés

Palabras clave

Resumen

Seen as the art of moving from one location to another in the most efficient manner possible, parkour is a physical discipline preoccupied with gymnastic efficiency through the surmounting of urban architectural features that are designed to both facilitate and impede everyday pedestrian movements in the city. This thesis is an examination of the practice, and its representation in various films, YouTube clips, documentaries and advertisements.

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Arts of (dis)placement: City Space and Urban Design in the London of Breaking and Entering

Autor

Bird, L. & Luka, N.

2010

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Cinémas

Tipo de publicación

Artículo de revista

Idioma

Francés

Palabras clave

Resumen

Le film d’Anthony Minghella Breaking and Entering (2006) propose deux visions de Londres, toutes deux centrées sur la gare de King’s Cross, l’un des principaux axes du réseau de transport de la ville, mais aussi, comme plusieurs lieux de ce genre, un site complexe de marginalité. Pour le protagoniste principal, l’architecte et designer urbain Will Francis (Jude Law), il s’agit d’un site destiné à être transformé en un modèle (dans plusieurs sens du terme) de ce que Londres — et la pratique du design urbain — peut offrir à la « nouvelle » Europe. La perspective du jeune réfugié kosovar Miro Simic (Rafi Gavron) est fort différente. Le cambrioleur aperçoit la gare depuis les toits, qu’il arpente la nuit afin d’entrer par effraction dans les bureaux du quartier. Il s’y déplace en exécutant des figures de « parkour » (défini par ses adeptes comme « l’art du déplacement »), un aspect important du film. Le jeune Miro évolue dans un espace de déplacement : réfugié et voleur, il se voit tour à tour déplacé de Sarajevo, sa ville natale, et des rues de Londres. Le film oppose ainsi deux points de vue — l’un qui façonne l’espace, l’autre décalé — en mettant en relation des projets de bâtiments londoniens, réels ou imaginés, avec les corps de Will et Miro.

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Automatic Recognition of Playful Physical Activity Opportunities of the Urban Environment

Autor

Saloheimo, T. et al

2021

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Proceedings of the 24th International Conference on Academic Mindtrek

Tipo de publicación

Publicación en congreso

Idioma

Inglés

Palabras clave

machine learning, parkour, transfer learning, computer vision, urban design, playable cities

Resumen

We investigate deep neural networks in recognizing playful physical activity opportunities of the urban environment. Using transfer learning with a pre-trained Faster R-CNN network, we are able to train a parkour training spot detector with only a few thousand street level photographs. We utilize a simple and efficient annotation scheme that only required a few days of annotation work by parkour hobbyists, and should be easily applicable in other contexts, e.g. skateboarding. The technology is tested through parkour spot exploration and visualization experiments. To inform and motivate the technology development, we also conducted an interview study about what makes an interesting parkour spot and how parkour hobbyists find spots. Our work should be valuable for researchers and practitioners of fields like urban design and exercise video games, e.g., by providing data for a location-based game akin to Pokémon Go, but with parkour-themed gameplay and challenges.

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Climb ups or thumbs ups?: Identifying determinants for parkour-related physical self-concepts of traceurs based on training data and social media use

Autor

Holzmüller, P.J.J. & Braumüller, B.

2020

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German Journal of Exercise and Sport Research

Tipo de publicación

Artículo de revista

Idioma

Inglés

Palabras clave

Informal sports, Online communities, Practice, Regression analyses, Self-assessment

Resumen

In postmodern times, social media is an integral part of informal sports like parkour. It potentially impacts physical activities as well as the assessment of one’s physical abilities and skills. Referring to the under-researched impact on the self-assessment, this study aims to examine if the parkour-related physical self-concept can be determined by social media use, as well as parkour-training aspects and sociodemographics. Two reference points of comparison have been considered, comparing one’s skills to real or virtual parkour communities. To address this research phenomenon, multiple linear regression analyses were conducted. The results showed that a high parkour-related physical self-concept (pkPSC) is primarily determined by the amount of time athletes put into their parkour activities. Furthermore, age and gender played an important role, indicating that being a young male appeared to be a main determinant for a higher pkPSC. Finally, posting parkour-related content in social media appeared to influence the pkPSC, although this finding might be interpreted as causality in both directions. The study identified real-life activities to be more important for the physical self-concept of traceurs; however, social media play a crucial role in the parkour community.

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Practice makes perfect: Performance optimisation in ‘arboreal’ parkour athletes illuminates the evolutionary ecology of great ape anatomy

Autor

Halsey, L. G., Coward, S. R. L., Crompton, R. H. & Thorpe, S. K. S.

2017

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Journal of Human Evolution

Tipo de publicación

Artículo de revista

Idioma

Inglés

Palabras clave

Energy expenditure, Performance optimisation, Crown hominoids, Arboreal locomotion, Ecomorphology

Resumen

An animal's size is central to its ecology, yet remarkably little is known about the selective pressures that drive this trait. A particularly compelling example is how ancestral apes evolved large body mass in such a physically and energetically challenging environment as the forest canopy, where weight-bearing branches and lianas are flexible, irregular and discontinuous, and the majority of preferred foods are situated on the most flexible branches at the periphery of tree crowns. To date the issue has been intractable due to a lack of relevant fossil material, the limited capacity of the fossil record to reconstruct an animal's behavioural ecology and the inability to measure energy consumption in freely moving apes. We studied the oxygen consumption of parkour athletes while they traversed an arboreal-like course as an elite model ape, to test the ecomorphological and behavioural mechanisms by which a large-bodied ape could optimize its energetic performance during tree-based locomotion. Our results show that familiarity with the arboreal-like course allowed the athletes to substantially reduce their energy expenditure. Furthermore, athletes with larger arm spans and shorter legs were particularly adept at finding energetic savings. Our results flesh out the scanty fossil record to offer evidence that long, strong arms, broad chests and a strong axial system, combined with the frequent use of uniform branch-to-branch arboreal pathways, were critical to off-setting the mechanical and energetic demands of large mass in ancestral apes.

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American Genre Film in the French Banlieue: Luc Besson and Parkour

Autor

Pettersen, D.

2014

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Cinema Journal

Tipo de publicación

Artículo de revista

Idioma

Inglés

Palabras clave

Resumen

This article analyzes the cultural politics of Luc Besson's recent producing ventures. It argues that his EuropaCorp studio's three parkour films, Yamakasi (2001), Banlieue 13 (2004), and Banlieue 13: Ultimatum (2009), offer ways to think about how Besson negotiates the competing pressures of Hollywood cinema, a globalizing commercial film industry, and traditionalist conceptions of French cinema. By locating his Cite du Cinema in the marginalized French suburbs and by setting some of its films there, Besson and other contemporary French filmmakers fuse French banlieue culture with American genre formulas to imagine what a commercially viable French popular cinema might look like.

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Cine parkour: a cinematic and theoretical contribution to the understanding of the practice of parkour. 

Autor

Angel, J.M.

2011

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Brunel University, London

Tipo de publicación

Tesis doctoral o similar

Idioma

Inglés

Palabras clave

Sports anthropology;Documentary filmaking;Participant observation;Freerunning;Edgework

Resumen

Through a meeting of practice and theory this thesis shifts the locus of attention from the spectacle to the everyday practice of parkour. Using documentary filmmaking with anthropological intentions and extended access over a six year period, this thesis explores the subjective everyday lived performances and essence of parkour, as experienced by a select group of experienced practitioners, as well as those who were involved in parkour’s creation and development. Parkour is a multidimensional phenomenon that can be experienced as an art, training discipline, sport, set of values, and practice of freedom, depending on an individual’s motivations, cultural understanding and exposure to the history of the practice. The research establishes that parkour is an imaginative and particular way of thinking; remapping the landscape with ‘parkour vision’. Parkour transforms how one experiences, moves, connects and participates in the environment, challenging notions of normative behaviour, socialisation, identity and self-determining actions through explorations of, as well as expressions of the self. The results of which are a means to find a more authentic deeper inner sense of self, producing feelings of inclusion and an enhanced sense of freedom through the creation of an autonomous social body. Parkour encourages self-reliance and mutual co-operation whilst enabling participants to reclaim the wonderment and magic of the human experience, valuing confrontations of fear, pleasure and pain in transcending the real and imagined boundaries of one’s own limitations, play and freedom of expression. This thesis explores themes such as shared cinema, collaborative filmmaking, participant observation and issues of representation. Parkour is discussed theoretically from the perspectives of Eichberg’s work on body cultures, Foucauldian relations of power and technologies of the self, alongside Merleau Ponty’s phenomenology, Csikszentmihalyi’s optimal flow experience, Wellmann’s insights into networked individualism and Charles Taylor’s work on the search for an authentic self and the complexities of a modern identity. This thesis contributes to the growing field of research into body cultures and the continually evolving culture of parkour.

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Virtual poaching and altered space: Reading parkour in French visual culture

Autor

Archer, N.

2010

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Modern and Contemporary France

Tipo de publicación

Artículo de revista

Idioma

Inglés

Palabras clave

Resumen

Parkour has emerged in the last decade as a significant cultural practice, both in France, where it originated, and internationally. The cultural resonance of parkour—a form of street gymnastics combining acrobatic agility with a creative approach to urban space—is emphasised through its presence on numerous internet sites, as well as representations in advertising media, the bande dessinée, and films. While the prevalence of parkour as a practice is widely known, these numerous manifestations within culture have not been widely theorised. This article focuses primarily on parkour's representations in visual culture, especially in cinema, and considers the associations made in two films between parkour and the banlieue. Analysing both the legitimacy and potential problems in making the banlieue a stage for parkour performance and big-screen entertainment enables us to reconsider the notion of the film banlieue, as well as the political possibilities of a ‘parkour film’. Lastly, reflecting on the circumstances of contemporary cinema and the role of the internet, the article considers philosophical aspects of the ‘parkour film’, as well as seeking parallels between parkour's spatial practices and the practices of cinematic and online production and distribution.

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Playful urban spaces a historical approach to mobile games

Autor

De Souza E Silva, A. & Hjorth, L.

2009

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Simulation and Gaming

Tipo de publicación

Artículo de revista

Idioma

Inglés

Palabras clave

cell phones, dérive, flâneur, gaming, historical approach, hybrid-reality games (HRGs), location, location-based mobile games (LBMGs), locative media, mobile games, mobile gaming, mobility, parkour, 

Resumen

This article provides a historical overview of the development of urban, location-based, and hybrid-reality mobile games. It investigates the extent to which urban spaces have been used as playful spaces prior to the advent of mobile technologies to show how the concept of play has been enacted in urban spaces through three historical tropes of urbanity: first, the transformation of Baudelaire’s flâneur into what Robert Luke (2006) calls the “phoneur”; second, the idea of dérive as used by situationist Guy Débord; and last, the wall subculture called parkour. The authors present a classification of the major types of mobile games to date, addressing how they reenact this older meaning of play apparent within these former tropes of urbanity. With this approach, they hope to address two weaknesses in the current scholarship—namely, differentiating among a range of types of games mediated by mobile technologies and assessing the important effects of playful activities.

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