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Shoulder Pain and Flute Playing - Duration: 6:34.Well hi, I'm Rebecca Fuller the expert here at Learn Flute Online dot com and this Youtube
channel.
And today you are going to learn what to do about that shoulder pain while you are playing
flute.
You may have noticed this while you are playing the flute, whether you are a brand new beginner
or you have been playing for awhile.
You have your flute up and you're playing along when all of a sudden you're shoulder
starts to throb and ache and it just feels like you need to put your flute down and stop
playing.
Well what is that pain and how can we avoid it?
The first thing you need to know about avoiding that shoulder pain while you are playing the
flute is that your muscles in your shoulder are just like any other muscles in your body.
Where if they're not used to lifting something for long periods of time it's going to kind
of hurt.
It gets lactic acid built up in there.
And you'll notice it gets worse and worse and worse the longer you have to hold it up.
So you may have felt that before and wondered how you can get rid of it, besides just putting
your flute down.
Well just to know, since that is a muscle, so it does need to be built up.
But there are some strategies and techniques that you can use to make sure that you don't
have quite as hard of a time adjusting to how to play the flute and holding your flute
up for longer periods of time.
The longer you are learning to play the flute, the longer you're practicing, and the longer
you are required to hold it up, the more you may have noticed this.
And it gets progressively worse unless you can figure this out.
So the first step here is that we are going to learn how to play our flute in a certain
position and do something with our body that will make it easier for us to not get so much
lactic build up there.
So as I hold my flute up, you'll notice that, if I turn sideways you'll notice something
interesting about how I play.
You see that my flute is a little bit diagonally in front of me.
See this?
Instead of pulled behind, and perfectly straight parallel to my body.
That will actually pull my shoulder and my muscles back and the muscles in my back.
Especially in my upper back but a little into my lower back as well.
And it will cause unnecessary pulling where it shouldn't be.
So let me show you that again.
So hold my flute up nice and straight, my head straight.
And my elbow relaxed down.
That's the next thing you need to thing about, relax it down.
Then back to our first tip.
Notice as I'm holding it, it's actually in front diagonally instead of pulled here.
That's something you need to think about and notice as you are actually playing the
flute.
The next trick that I can give you, so this would be the third thing, is that you need
to play with your left leg in front.
Left leg.
Yes, and I'll give you another video later that will help you understand some more benefits
of making sure your left leg is in front.
That will really help.
So today we talked about, actually four different things.
Now the steps that I gave you were one, make sure your flute is actually being played a
little bit diagonally in front.
The second thing I talked to you about is to make sure your shoulder and your elbow
are relaxed down.
Not pulling your flute down, but that you're not playing like this.
Like with a chicken wing, right?
So relax it there.
What was the next thing we said?
The next thing is that we need to have our left leg in front because that is going to
put everything in the right order in our body.
And I will give you more tips and tricks on that later.
If you'll remember back to the very first part of the video though, I talked to you
about your muscles and how they are just like the other muscles in your body.
So like a weight lifter who goes and learns how to do some really good bicep curls, at
first it's actually a little more difficult.
Even if they are just using a five pound weight, It would be a lot harder to sit and hold it
in a static hold for long periods of time.
Until it has been practiced enough and the muscles have been built.
That is the exact same thing you are going through as you are learning to play the flute.
You've got your arms in this static position where you're holding for long periods of
time.
The more you have to do it, in the proper position, the easier it will get because you'll
be stronger and more used to it.
So I hope that helps you today in learning what that pain in your shoulder is as you
play flute.
And how to fix it and what you can do to make it even better.
Make sure that you subscribe to this Youtube channel because I have lots more content coming
out all the time.
And don't forget that over at Learn Flute Online dot com is where the website is where
it hosts all of my videos, all the learning videos.
Where I have hundreds and hundreds, if fact over a thousand now videos all set in sequential
learning order for you!
And full learning on how to play the flute really well.
Not just learning how to play it, but learning how to play it really well.
Again I'm Rebecca Fuller and I thank you for watching this video today.
We'll see you next time.
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SEGA DREAMCAST - Console Hardware Architecture Breakdown - Duration: 8:12.hi guys welcome to the first video of my series
hopefully it's going to be a series of
videos about console architecture today
we're going to talk a little bit about the
sega dreamcast so without further ado
let's start the console was released in
1998 in Japan and in 1999 in the
rest of the words it is
notably last console that was developed by SEGA
because of that it became some sort of a
cult-classic and it was also the first
internet capable console,it is know
at least as the first internet capable console
because it had a couple of games specifically design
with this internet connectivity in mind
on the technical side it has a CPU that is clocked at 200 Mhz
and a GPU that is clocked at 100Mhz
it has a sound chip developed by yamaha and 16 plus 8 plus 2 MB or RAM
we are going to see
how this are laid out, a 12 speed
GD-ROM and a modem
so what I want to do is to build this console
from the ground up
adding each component and explaining to you
how this component is working so
we start with the SH4 CPU
which is a RISC machine which was developed
by Hitachi, it is a superscalar 2 way
meaning that it has two separate pipelines
processing the data it also have a vector
unit for single instruction multiple data
with a 128 bit
floating point bus this allows this unit to
perform the transform and lightning needed
for the 3D rendering you also find
usual components that would find normally in a CPU
like DMA, interrupt, power management
and couple to the CPU there are 16 megabytes
dedicated ram, recently this
architecture has been revived by a
group of hardware developers, they are calling it j-core
because all the patents on SH4
and
the SH family architecture are expired
so they can make a clean-room implementation of it
the GPU is a deferred rendering
tile renderer meaning that a scene is split into tiles
each tile is processed separately, it was developed by
videologic that today is called imagination
technology and it has eight megabytes
of dedicated RAM; the graphics pipeline
here it's different than what you have
in the PC today because
transform & lightning is handled by the CPU,
the processor and the graphics card
the GPU is handling the pixel stage of
the rendering pipeline this particular
GPU can handle 16 million colors at
640 by 480 pixels of resolution, can handle
one million polygons a second, can fill
3.2 gigapixel per second and it
does have a number of effects that can
be applied on polygons like: blending
alpha-blending, bump mapping, you can do
mip mapping, texture filtering, anti-aliasing
compression, then environment and specular map
it also has automatic polygon list generation
the you have the sound chip that was developed by yamaha
is based on an ARM7 and it has a digital signal processor
this sounds chip there are coupled 2MB
of RAM and it has a number of effects like
reverberation 3D sound and filtering
in this area we also see there in the video
encoder, which encodes into PAL, NTSC and VGA
the signals that is coming from the GPU, it also has
a MPEG decoder that allows for video playback
we also have a modem, which came in
2 flavors: in the PAL region the modem was
33.6 kilobit a second modem
and in the ntsc was 56 k modem
the GD-ROM drive is a 12 speed
double density cd-rom drive with a proprietary format
developed by sega it has
128KB of cache and G stands for
gigabyte
it has also, as a side note
200ms of average seek speeds for
tracks and this is the complete architecture of the dreamcast
you see that the SH4 CPU can
handle serial port connections and that there
are four controller ports on the motherboard
remember that in the SEGA dreamcast persistency
was handed through VMU, this visual memory
unit that would plug into your controller
and you would save your data there
the next question is how do we code
how do I make a program for
this thing and development environment
came into two different flavor one is the katana SDK
that allow for native program of the dreamcast
and then there was a windows CE SDK
both SDK are well-documented they are
good SDKs, also it is interesting
that the katana SDK shipped with an IDE
which is CodeWarriors and the windows CE SDK
allowed for directx programming, well directx wasn't
exactly the same as in the PC, it was
a subset and it was meant for allowing
ease of port between windows and the dreamcast...inside the sdk you
would find a number of tools one is the sh4
tools and compilers and libraries which
allow you to get out the maximum of the
performance out of the cpu then the dragon sdk
which is all the set of tools which
allow for porting from windows to
windows CE, a number of utilities for converting
image 3d models audio to native dreamcast
format and then a number of tools
also for programming the visual memory unit
and then least but not last
a debugger for the target machines so that
you could debug your code while this was
running on the machine
inside the katana SDKyou find three main
library first is the shinobi library
which is a system library where you can
access all the system resources like sounds, threads
memory management, filesystem
the you have the kamui library which allow you for low-level
control of the GPU to render things on the
screen then you have the ninja library
which is a kind of opengl-ish library allows
you to easily draw 3D things on screen
without needing up going down into the
details of the kamui library
that is wrapping for today i hope you enjoy this
video and if you have any suggestion or
comments please let me know and hopefully
there will be be another one next week
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