Purpose: In long-track speed skating, drafting is a commonly used phenomenon in training; however, it is not allowed in time-trial races. In speed skating, limited research is available on the physical and psychological impact of drafting. The aim of this study was to determine the influence of “skating alone,” “leading,” or “drafting” on physical intensity (heart rate and blood lactate) and perceived intensity (perceived exertion) of speed skaters. Methods: Twenty-two national-level long-track speed skaters with a mean age of 19.3 (2.6) years skated 5 laps, with similar external intensity in 3 different conditions: skating alone, leading, or drafting. Repeated-measures analysis of variance showed differences between the 3 conditions, heart rate (F2,36 = 10.546, P < .001), lactate (F2,36 = 12.711, P < .001), and rating of perceived exertion (F2,36 = 5.759, P < .01). Results: Heart rate and lactate concentration were significantly lower (P < .001) when drafting compared with leading (heart rate Δ = 7 [8] beats·min–1, 4.0% [4.7%]; lactate Δ = 2.3 [2.3] mmol/L, 28.2% [29.9%]) or skating alone (heart rate Δ = 8 [7.1] beats·min–1, 4.6% [3.9%]; lactate Δ = 2.8 [2.5] mmol/L, 33.6% [23.6%]). Rating of perceived exertion was significantly lower (P < .01) when drafting (Δ = 0.8 [1.0], 16.5% [20.9%]) or leading (Δ = 0.5 [0.9], 7.7% [20.5%]) versus skating alone. Conclusions: With similar external intensity, physical intensity, as well as perceived intensity, is reduced when drafting in comparison with skating alone. A key finding of this study is the psychological effect: Skating alone was shown to be more demanding than leading, whereas leading and drafting were perceived to be similar in terms of perceived exertion. Knowledge about the reduction of internal intensity for a drafting skater compared with leading or skating alone can be used by coaches and trainers to optimize training conditions.
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Legislators face the challenging task of drafting copyright law, which takes into account the views of various stakeholders, intended policy and technological developments, whilst ensuring that the wording and language that is used is accurate and precise. Meeting these objectives means that the law in its legislative form can be hard-to-understand, complex and not easily accessible to the layperson. This article explores steps, which have been put in place by various organisations and online resources, to assist in the understanding of copyright for the public and schools, with particular focus on education and teaching materials – as presented on Copyrightuser.org.
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ChatGPT’s emergence and subsequent evolution as a generative artificial intelligence tool introduces new ways of assisting students with research design. Fostering research skills with undergraduate students presents opportunities and challenges for faculty to aid with drafting research plans, questions for investigation, and methods for conducting the research. While some educators rightfully voice concerns over the ethical aspects of such a tool, this article will draw on my own experiences using ChatGPT 4.0 as a tool in research project supervision. I demonstrate how to prompt ChatGPT to give useful suggestions that can be used as actionable feedback. I also discuss how to instruct students to include ChatGPT in their research methodology when using the tool to refine research questions.
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A world where technology is ubiquitous and embedded in our daily lives is becoming increasingly likely. To prepare our students to live and work in such a future, we propose to turn Saxion’s Epy-Drost building into a living lab environment. This will entail setting up and drafting the proper infrastructure and agreements to collect people’s location and building data (e.g. temperature, humidity) in Epy-Drost, and making the data appropriately available to student and research projects within Saxion. With regards to this project’s effect on education, we envision the proposal of several derived student projects which will provide students the opportunity to work with huge amounts of data and state-of-the-art natural interaction interfaces. Through these projects, students will acquire skills and knowledge that are necessary in the current and future labor-market, as well as get experience in working with topics of great importance now and in the near future. This is not only aligned with the Creative Media and Game Technologies (CMGT) study program’s new vision and focus on interactive technology, but also with many other education programs within Saxion. In terms of research, the candidate Postdoc will study if and how the data, together with the building’s infrastructure, can be leveraged to promote healthy behavior through playful strategies. In other words, whether we can persuade people in the building to be more physically active and engage more in social interactions through data-based gamification and building actuation. This fits very well with the Ambient Intelligence (AmI) research group’s agenda in Augmented Interaction, and CMGT’s User Experience line. Overall, this project will help spark and solidify lasting collaboration links between AmI and CMGT, give body to AmI’s new Augmented Interaction line, and increase Saxion’s level of education through the dissemination of knowledge between researchers, teachers and students.