In this study, we examined the effects of a defender contesting jump shots on performance and gaze behaviors of basketball players taking jump shots. Thirteen skilled youth basketball players performed 48 shots from about 5 m from the basket; 24 uncontested and 24 contested. The participants wore mobile eye tracking glasses to measure their gaze behavior. As expected, an approaching defender trying to contest the shot led to significant changes in movement execution and gaze behavior including shorter shot execution time, longer jump time, longer ball flight time, later final fixation onset, and longer fixation on the defender. Overall, no effects were found for shooting accuracy. However, the effects on shot accuracy were not similar for all participants: six participants showed worse performance and six participants showed better performance in the contested compared to the uncontested condition. These changes in performance were accompanied by differences in gaze behavior. The participants with worse performance showed shorter absolute and relative final fixation duration and a tendency for an earlier final fixation offset in the contested condition compared to the uncontested condition, whereas gaze behavior of the participants with better performance for contested shots was relatively unaffected. The results confirm that a defender contesting the shot is a relevant constraint for basketball shooting suggesting that representative training designs should also include contested shots, and more generally other constraints that are representative of the actual performance setting such as time or mental pressure.
The things teachers do in class have an important influence on their students’ motivation, engagement, and learning. This study uses an international expert panel to identify the teacher behaviors most likely to influence motivation—specifically, teacher behaviors that increase the more healthy, autonomous motivation that comes from within students. This list of behaviors, agreed upon by the experts, could be used by teachers trying to improve their practice, policymakers trying to scale interventions, and researchers trying to assess which behaviors best predict student outcomes.
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The real-time simulation of human crowds has many applications. In a typical crowd simulation, each person ('agent') in the crowd moves towards a goal while adhering to local constraints. Many algorithms exist for specific local ‘steering’ tasks such as collision avoidance or group behavior. However, these do not easily extend to completely new types of behavior, such as circling around another agent or hiding behind an obstacle. They also tend to focus purely on an agent's velocity without explicitly controlling its orientation. This paper presents a novel sketch-based method for modelling and simulating many steering behaviors for agents in a crowd. Central to this is the concept of an interaction field (IF): a vector field that describes the velocities or orientations that agents should use around a given ‘source’ agent or obstacle. An IF can also change dynamically according to parameters, such as the walking speed of the source agent. IFs can be easily combined with other aspects of crowd simulation, such as collision avoidance. Using an implementation of IFs in a real-time crowd simulation framework, we demonstrate the capabilities of IFs in various scenarios. This includes game-like scenarios where the crowd responds to a user-controlled avatar. We also present an interactive tool that computes an IF based on input sketches. This IF editor lets users intuitively and quickly design new types of behavior, without the need for programming extra behavioral rules. We thoroughly evaluate the efficacy of the IF editor through a user study, which demonstrates that our method enables non-expert users to easily enrich any agent-based crowd simulation with new agent interactions.
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We live in a society that is increasingly dominated by technology-mediated interactions and consumption of experiences. It has opened pathways to innovative immersive technology concepts in the food and dining context, contributing to the development of a consumption-oriented society. This project addresses the challenge how to stimulate consumers through immersive technology designs to make conscious choices leading to more sustainable behaviors in the food and dining context. This project evolves around designing and testing Extended Reality (XR) technology-mediated immersive food experiences in the food and dining context to stimulate sustainable food consumption behavior. It includes the use of complementing measurement tools to test the effectiveness of XR designs to make better XR technology design choices that can stimulate change in consumption behavior.
The application of sensors in water technology is a crucial step to provide broader, more efficient and circular systems. Among the different technologies used in this field, ultrasound-based systems are widely used, basically to generate energy peaks for cell lysis and particle separation. In this work, we propose the adaptation of an ultrasound system to monitor the concentration of solid particles in wastewater treatment plants settlers as well as to indicate sludge level (real time). A similar sensor was developed and tested in another project which operated successfully at solids concentration up to 1% in UASB reactors. Such measurements are nowadays obtained via time-consuming physical (solids) analysis, which can compromise the efficiency of the settlers and the quality of the effluent. The present project proposes an improved version of the sensor, which will combine solids concentration monitoring and sludge level detection. The defined targets have the intention to make a sensor with a much broader range of applications, been suitable not only for UASB reactors but also to settler and aerobic tanks. The project is a cooperation between the Water Technology lectoraat of NHL Stenden University of Applied Sciences, two SME’s - YNOVIO B.V. and Lamp-ion B.V. - and the INCT group (Brazil). If proven feasible, the concept can generate a big business market to the involved Dutch partners as well as favor the automation of WWTP in the Netherlands, Brazil and around the world.
Performance feedback is an important mechanism of adaptation in learning theories, as it provides one of the motivations for organizations to learn (Pettit, Crossan, and Vera 2017). Embedded in the behavioral theory of the firm, organizational learning from performance feedback predicts the probability for organizations to change with an emphasis on organizational aspirations, which serve as a threshold against which absolute performance is evaluated (Cyert and March 1963; Greve 2003). It postulates that performance becomes a ‘problem’, or the trigger to search for alternative procedures, strategies, products and behaviors, when performance is below that threshold. This search is known as problemistic search. Missing from this body of research, is empirically grounded understanding if the characteristics of performance feedback over time matter for the triggering function of the feedback. I explore this gap. This investigation adds temporality as a dimension of the performance feedback concept guided by a worldview of ongoing change and flux where conditions and choices are not given, but made relevant by actors and enacted upon (Tsoukas and Chia 2002). The general aim of the study is to complement the current knowledge of performance feedback as a trigger for problemistic search with an explicit process temporal approach. The main question guiding this project is how temporal patterns of performance feedback influence organizational change, which I answer in four chapters, each zooming into one sub-question.First, I focus on the temporal order of performance feedback by examining performance feedback and change sequences organizations go through. In this section time is under study and the goal is to explore how feedback patterns have evolved over time, just as the change states organizations pass through. Second, I focus on the plurality of performance feedback by investigating performance feedback from multiple aspiration levels (i.e. multiple qualitatively different metrics and multiple reference points) and how over time clusters of performance feedback sequences have evolved. Next, I look into the rate and scope of change relative to performance feedback sequences and add an element of signal strength to the feedback. In the last chapter, time is a predictor (in the sequences), and, it is under study (in the timing of responses). I focus on the timing of organizational responses in relation to performance feedback sequences of multiple metrics and reference points.In sum, all chapters are guided by the timing problem of performance feedback, meaning that performance feedback does not come ‘available’ at a single point in time. Similarly to stones with unequal weight dropped in the river, performance feedback with different strength comes available at multiple points in time and it is plausible that sometimes it is considered by decision-makers as problematic and sometimes it is not, because of the sequence it is part of. Overall, the investigation is grounded in the general principles of organizational learning from performance feedback, and the concept of time as duration, sequences and timing, with a focus on specification of when things happen. The context of the study is universities of applied sciences and hotels in The Netherlands. Project partner: Tilburg University, School of Social and Behavioral Sciences, Department of Organization Studies