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Background: The positive effect of carbohydrates from commercial beverages on soccer-specific exercise has been clearly demonstrated. However, no study is available that uses a home-mixed beverage in a test where technical skills were required. Methods: Nine subjects participated vol-untarily in this double-blind, randomized, placebo-controlled crossover study. On three testing days, the subjects performed six Hoff tests with a 3-min active break as a preload and then the Yo-Yo Intermittent Running Test Level 1 (Yo-Yo IR1) until exhaustion. On test days 2 and 3, the subjects received either a 69 g carbohydrate-containing drink (syrup–water mixture) or a carbo-hydrate-free drink (aromatic water). Beverages were given in several doses of 250 mL each: 30 min before and immediately before the exercise and after 18 and 39 min of exercise. The primary target parameters were the running performance in the Hoff test and Yo-Yo IR1, body mass and heart rate. Statistical differences between the variables of both conditions were analyzed using paired samples t-tests. Results: The maximum heart rate in Yo-Yo IR1 showed significant differ-ences (syrup: 191.1 ± 6.2 bpm; placebo: 188.0 ± 6.89 bpm; t(6) = −2.556; p = 0.043; dz = 0.97). The running performance in Yo-Yo IR1 under the condition syrup significantly increased by 93.33 ± 84.85 m (0–240 m) on average (p = 0.011). Conclusions: The intake of a syrup–water mixture with a total of 69 g carbohydrates leads to an increase in high-intensive running performance after soccer specific loads. Therefore, the intake of carbohydrate solutions is recommended for intermit-tent loads and should be increasingly considered by coaches and players.
In response priming experiments, a participant has to respond as quickly and as accurately as possible to a target stimulus preceded by a prime. The prime and the target can either be mapped to the same response (consistent trial) or to different responses (inconsistent trial). Here, we investigate the effects of two sequential primes (each one either consistent or inconsistent) followed by one target in a response priming experiment. We employ discrete-time hazard functions of response occurrence and conditional accuracy functions to explore the temporal dynamics of sequential motor activation. In two experiments (small-N design, 12 participants, 100 trials per cell and subject), we find that (1) the earliest responses are controlled exclusively by the first prime if primes are presented in quick succession, (2) intermediate responses reflect competition between primes, with the second prime increasingly dominating the response as its time of onset is moved forward, and (3) only the slowest responses are clearly controlled by the target. The current study provides evidence that sequential primes meet strict criteria for sequential response activation. Moreover, it suggests that primes can influence responses out of a memory buffer when they are presented so early that participants are forced to delay their responses.
Comparative public policy is a blooming research area. It also suffers from some curious blind spots. In this paper we discuss four of these: (1) the obsession with covariance, which means that important phenomena are ignored; (2) the lack of agency, which leads to underwhelming explanatory models; (3) the unclear universe of cases, which means the inferential value of theories and the empirical results are unclear; and (4) the focus on outputs, even though most theories contain strong assumptions about the political process leading to certain outputs. Following this discussion, we then outline how a closer integration of policy process theories may be fruitful for future research.
Algorithms are increasingly used in different domains of public policy. They help humans to profile unemployed, support administrations to detect tax fraud and give recidivism risk scores that judges or criminal justice managers take into account when they make bail decisions. In recent years, critics have increasingly pointed to ethical challenges of these tools and emphasized problems of discrimination, opaqueness or accountability, and computer scientists have proposed technical solutions to these issues. In contrast to these important debates, the literature on how these tools are implemented in the actual everyday decision-making process has remained cursory. This is problematic because the consequences of ADM systems are at least as dependent on the implementation in an actual decision-making context as on their technical features. In this study, we show how the introduction of risk assessment tools in the criminal justice sector on the local level in the USA has deeply transformed the decision-making process. We argue that this is mainly due to the fact that the evidence generated by the algorithm introduces a notion of statistical prediction to a situation which was dominated by fundamental uncertainty about the outcome before. While this expectation is supported by the case study evidence, the possibility to shift blame to the algorithm does seem much less important to the criminal justice actors.
We studied the development of cognitive abilities related to intelligence and creativity
(N = 48, 6–10 years old), using a longitudinal design (over one school year), in order
to evaluate an Enrichment Program for gifted primary school children initiated by
the government of the German federal state of Rhineland-Palatinate (Entdeckertag
Rheinland Pfalz, Germany; ET; Day of Discoverers). A group of German primary school
children (N = 24), identified earlier as intellectually gifted and selected to join the
ET program was compared to a gender-, class- and IQ- matched group of control
children that did not participate in this program. All participants performed the Standard
Progressive Matrices (SPM) test, which measures intelligence in well-defined problem
space; the Creative Reasoning Task (CRT), which measures intelligence in ill-defined
problem space; and the test of creative thinking-drawing production (TCT-DP), which
measures creativity, also in ill-defined problem space. Results revealed that problem
space matters: the ET program is effective only for the improvement of intelligence
operating in well-defined problem space. An effect was found for intelligence as
measured by SPM only, but neither for intelligence operating in ill-defined problem space
(CRT) nor for creativity (TCT-DP). This suggests that, depending on the type of problem
spaces presented, different cognitive abilities are elicited in the same child. Therefore,
enrichment programs for gifted, but also for children attending traditional schools,
should provide opportunities to develop cognitive abilities related to intelligence,
operating in both well- and ill-defined problem spaces, and to creativity in a parallel,
using an interactive approach.
The present work investigated three important constructs in the field of psychology: creativity, intelligence and giftedness. The major objective was to clarify some aspects about each one of these three constructs, as well as some possible correlations between them. Of special interest were: (1) the relationship between creativity and intelligence - particularly the validity of the threshold theory; (2) the development of these constructs within average and above-average intelligent children and throughout grade levels; and (3) the comparison between the development of intelligence and creativity in above-average intelligent primary school children that participated in a special program for children classified as “gifted”, called Entdeckertag (ET), against an age-class- and-IQ matched control group. The ET is a pilot program which was implemented in 2004 by the Ministry for Education, Science, Youth and Culture of the state of Rhineland-Palatinate, Germany. The central goals of this program are the early recognition of gifted children and intervention, based on the areas of German language, general science and mathematics, and also to foster the development of a child’s creativity, social ability, and more. Five hypotheses were proposed and analyzed, and reported separately within five chapters. To analyze these hypotheses, a sample of 217 children recruited from first to fourth grade, and between the ages of six and ten years, was tested for intelligence and creativity. Children performed three tests: Standard Progressive Matrices (SPM) for the assessment of classical intelligence, Test of Creative Thinking – Drawing Production (TCT-DP) for the measurement of classical creativity, and Creative Reasoning Task (CRT) for the evaluation of convergent and divergent thinking, both in open problem spaces. Participants were divided according to two general cohorts: Intervention group (N = 43), composed of children participating in the Entdeckertag program, and a non-intervention group (N = 174), composed of children from the regular primary school. For the testing of the hypotheses, children were placed into more specific groups according to the particular hypothesis that was being tested. It could be concluded that creativity and intelligence were not significantly related and the threshold theory was not confirmed. Additionally, intelligence accounted for less than 1% of the variance within creativity; moreover, scores on intelligence were unable to predict later creativity scores. The development of classical intelligence and classical creativity throughout grade levels also presented a different pattern; intelligence grew increasingly and continually, whereas creativity stagnated after the third grade. Finally, the ET program proved to be beneficial for classical intelligence after two years of attendance, but no effect was found for creativity. Overall, results indicate that organizations and institutions such as schools should not look solely to intelligence performance, especially when aiming to identify and foster gifted or creative individuals.
To investigate whether participants can activate only one spatially oriented number line at a time or
multiple number lines simultaneously, they were asked to solve a unit magnitude comparison task
(unit smaller/larger than 5) and a parity judgment task (even/odd) on two-digit numbers. In both these
primary tasks, decades were irrelevant. After some of the primary task trials (randomly), participants
were asked to additionally solve a secondary task based on the previously presented number. In
Experiment 1, they had to decide whether the two-digit number presented for the primary task was
larger or smaller than 50. Thus, for the secondary task decades were relevant. In contrast, in Experiment
2, the secondary task was a color judgment task, which means decades were irrelevant. In Experiment
1, decades’ and units’ magnitudes influenced the spatial association of numbers separately. In contrast,
in Experiment 2, only the units were spatially associated with magnitude. It was concluded that
multiple number lines (one for units and one for decades) can be activated if attention is focused on
multiple, separate magnitude attributes.
The size congruity effect involves interference between numerical magnitude and physical size of visually presented numbers: congruent numbers (either both small or both large in numerical magnitude and physical size) are responded to faster than incongruent ones (small numerical magnitude/large physical size or vice versa). Besides, numerical magnitude is associated with lateralized response codes, leading to the Spatial Numerical Association of Response Codes (SNARC) effect: small numerical magnitudes are preferably responded to on the left side and large ones on the right side. Whereas size congruity effects are ascribed to interference between stimulus dimensions in the decision stage, SNARC effects are understood as (in)compatibilities in stimulus-response combinations. Accordingly, size congruity and SNARC effects were previously found to be independent in parity and in physical size judgment tasks. We investigated their dependency in numerical magnitude judgment tasks. We obtained independent size congruity and SNARC effects in these tasks and replicated this observation for the parity judgment task. The results confirm and extend the notion that size congruity and SNARC effects operate in different representational spaces. We discuss possible implications for number representation.
Die Anwendung von tragbare Sensorik im Bereich der Bewegungsanalyse ist mittlerweile zu einem zentralen Bestandteil in der Medizin und im Sport geworden. In den letzten Jahren befinden sich vor allem Inertiale Messeinheiten (IMU) auf dem Vormarsch. Durch die Fusion mehrerer Sensoren erlauben es IMU Systeme komplexe Informationen wie etwa Gelenkwinkel und spatio-temporale Parameter (STP) zu gewinnen. Viele der heute verfügbaren IMU Systeme befinden sich in der Entwicklungsphase und wurden noch nicht adäquat für den klinischen oder den sportspezifischen Einsatz auf Validität und Reliabilität getestet. Dieses Prozedere ist nach wissenschaftlichen Gesichtspunkten unerlässlich bevor ein System zur biomechanischen Analyse herangezogen und basierend auf dessen Ergebnissen etwa klinische Entscheidungen getroffen werden können. Folglich wurde in der vorliegenden Arbeit ein neu entwickeltes IMU System, dass, basierend auf Akzelerometer und Gyroskop Daten, spatio-temporale Gangparameter und Gelenkswinkel der unteren Extremität berechnet, hinsichtlich dieser Kriterien evaluiert. Zu diesem Zweck wurden mit Hilfe dieses IMU Systems Daten von unterschiedlich dynamischen Bewegungen in zwei verschiedenen Probandengruppen, einer gesunden, jungen Gruppe und einer Gruppe mit Patienten nach totaler Hüftarthroplastik (THA), aufgenommen. Daraus wurden die 3D Winkel des Hüft-, Knie- und Sprunggelenks sowie die globale Bewegung des Beckens berechnet. Weiter wurden gangspezifische STP, z.B. Schrittlänge, Schreitlänge, Kadenz, berechnet. Aber auch STP die typischerweise nur mit alternativen Systemen zuverlässig zu messen sind, z.B. Spurbreite und Durchschwungbreite, wurden erhoben. Die Ergebnisse aus dem IMU System wurden gegen ein etabliertes Referenzsystem im Bereich der Bewegungsanalyse, in Form eines markerbasierten stereophotogrammetrischen Systems, verglichen. Die vorliegenden Ergebnisse zeigen in beiden Gruppen eine starke Korrelation zwischen den Systemen in den Gelenkwinkeln der sagittalen und frontalen Ebene, sowie den STP. Es zeigte sich aber auch, dass die Übereinstimmung des IMU Systems mit dem kamerabasierten System vor allem in den Winkeln der Transversalebene, i.e. Rotationsbewegungen, und hier vor allem im Bereich des Kniegelenks leicht abnimmt. Weiter zeigte sich, dass die Genauigkeit des IMU Systems bei dynamischeren Bewegungen ebenfalls abnimmt. Bezüglich der Test-Retest Reliabilität zeigen die aktuellen Daten eine hohe Verlässlichkeit der Messergebnisse.
In einem zweiten Schritt wurde mit Hilfe der Daten des nun validierten IMU Systems versucht pathologische Gangmuster, in dem konkreten Fall das Gangmuster von Patienten nach THA, von physiologischen zu differenzieren. Hierzu wurde ein Algorithmus des maschinellen Lernens angewandt um an Hand von ausgewählten, klinisch relevanten Parametern eine Klassifikation vorzunehmen. Diese Methode wurde ebenfalls sowohl an Hand von IMU Daten und Daten des Referenzsystems evaluiert. Es zeigte sich kein Unterschied in der Klassifikationsgenauigkeit zwischen den Systemen. Die Genauigkeit, mit der pathologische Gangmuster erkannt wurden, lag in beiden Fällen über 96 %.
Die vorliegende Arbeit beschreibt im Detail die Vor- und Nachteile eines neu entwickelten, mobilen IMU Systems, das komplexe Parameter der Kinematik mit hoher Genauigkeit und Verlässlichkeit erfasst. Besonders die erfolgreiche Evaluierung dieses Systems in einer klinisch relevanten Applikation zeigt das große Potential von IMU Systemen in der klinischen Anwendung.
Light is an essential aspect of daily life, exerting a profound influence on various physiological and behavioral processes, including circadian rhythms, alertness, cognition, mood, and behavior. Technological advances, particularly the widespread adoption of light-emitting diodes (LEDs), have significantly accelerated the impact of lighting on the human experience. With the increasing global accessibility to electric and modern lighting systems, there is a pressing need to scientifically investigate the human-centered effects of lighting for the billions of people worldwide who encounter natural and electric lighting in their daily lives. Extensive interdisciplinary research across fields such as physics, engineering, psychology, medicine, business administration, and architecture has explored the biological and psychological effects of lighting, underscoring the immense potential for further advancements in this domain. Notably, innovative lighting technologies and strategies hold tremendous promise in enhancing human health, performance, and overall well-being.
Beyond physical spaces, three-dimensional virtual environments, including metaverse platforms, are becoming increasingly important. Simulated lighting in virtual spaces can have visual and non-visual effects on users. As technological progress and digitalization extend globally, more individuals will be exposed to virtual lighting scenarios. Consequently, exploring the human-centered lighting effects in virtual environments offers a compelling opportunity to improve the quality of user experiences. This thesis demonstrates the adaptability of established measurement methods from physical illumination and perception research for virtual environments.
This thesis comprises three parts. The first part reviews the current state of research on lighting and its influences on humans, examines research methods in lighting research, and identifies research gaps. The second part investigates the effects of lighting on complex emotional and behavioral constructs, specifically conflict handling. Elaborate laboratory experiments explore lighting as an independent variable, including realistic correlated color temperature (CCT) levels and enhanced CCT changes. Statistical analyses provide in-depth examination and critical discussion of the effects. The third part explores lighting in virtual spaces, considering literature, methodological approaches, and challenges. Two studies investigate visual and non-visual effects, and preferences in virtual environment design. Comparative analysis of the data yields implications for research and practice, including the interdisciplinary perspective of a novel approach called human-centric virtual lighting (HCVL).
In conclusion, this thesis comprehensively explores the impact of lighting on the human experience in both physical spaces and virtual environments. By addressing research gaps and employing contemporary methodologies, the findings contribute to our understanding of the effects of lighting on humans. Furthermore, the implications for research and practice offer valuable insights for the development of innovative lighting technologies and strategies aimed at enhancing the well-being and experiences of individuals worldwide. This work highlights the relevance of interdisciplinary research involving fields such as architecture, business management, event management, computer science, design, engineering, ergonomics, lighting research, medicine, physics, and psychology in advancing our understanding of visual and non-visual lighting effects.