Zoekresultaten

Producten 1.132

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The effect of endurance exercise on intestinal integrity in well‐trained healthy men

Exercise is one of the external factors associated with impairment of intestinal integrity, possibly leading to increased permeability and altered absorption. Here, we aimed to examine to what extent endurance exercise in the glycogen‐depleted state can affect intestinal permeability toward small molecules and protein‐derived peptides in relation to markers of intestinal function. Eleven well‐trained male volunteers (27 ± 4 years) ingested 40 g of casein protein and a lactulose/rhamnose (L/R) solution after an overnight fast in resting conditions (control) and after completing a dual – glycogen depletion and endurance – exercise protocol (first protocol execution). The entire procedure was repeated 1 week later (second protocol execution). Intestinal permeability was measured as L/R ratio in 5 h urine and 1 h plasma. Five‐hour urine excretion of betacasomorphin‐7 (BCM7), postprandial plasma amino acid levels, plasma fatty acid binding protein 2 (FABP‐2), serum pre‐haptoglobin 2 (preHP2), plasma glucagon‐like peptide 2 (GLP2), serum calprotectin, and dipeptidylpeptidase‐4 (DPP4) activity were studied as markers for excretion, intestinal functioning and recovery, inflammation, and BCM7 breakdown activity, respectively. BCM7 levels in urine were increased following the dual exercise protocol, in the first as well as the second protocol execution, whereas 1 h‐plasma L/R ratio was increased only following the first exercise protocol execution. FABP2, preHP2, and GLP2 were not changed after exercise, whereas calprotectin increased. Plasma citrulline levels following casein ingestion (iAUC) did not increase after exercise, as opposed to resting conditions. Endurance exercise in the glycogen depleted state resulted in a clear increase of BCM7 accumulation in urine, independent of DPP4 activity and intestinal permeability. Therefore, strenuous exercise could have an effect on the amount of food‐derived bioactive peptides crossing the epithelial barrier. The health consequence of increased passage needs more in depth studies.

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31-12-2015
The effect of endurance exercise on intestinal integrity in well‐trained healthy men
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A Job and a sufficient income is not enough

Although lifetime employment was once commonplace, the situation has changed dramatically over the last century. The group of precarious workers has increased, and with it, the size of the precariat. Although there is a body of research on how precarious workers perceive the effect of their precarity on their social, psychological, and economic well-being, there is no research on the needs of precarious workers. In this article, we report the findings of an exploratory study about precarious worker’s needs. The findings show that the precariat has a diversity of needs, ranging from the need for a higher income to the need for a change in the discourse on self-reliance. Most of the needs are targeted toward the government and are not only related to labor. This is, however, contradictory to the ideology of downsizing the welfare state, in which governments focus on creating more temporary or steppingstone jobs. The needs show that the measures orientated toward the labor market are insufficient because they meet only a marginal part of the needs of the precariat.

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31-12-2016
A Job and a sufficient income is not enough
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Youth work and ‘youth at risk’ in the Netherlands

The point of this article is to explore the rationales for action of frontline social professionals who are dealing with marginal young people: What is actually done about marginality, beyond policy intentions and social practice? This question is addressed on the basis of a literature review into youth work in the Netherlands.ReferentieBaillergaud, E. en M. Hoijtink, (2010) ‘Youth work and ‘Youth at Risk’ in the Netherlands’ , in: Sociétés et Jeunesses en Difficultée, France: Federation de revues en Sciences Humaines et Sociales.

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31-12-2009
Youth work and ‘youth at risk’ in the Netherlands

Projecten 4

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Strengthening Community-Based Peat Forest Management in Indonesia

Indonesia’s peat forests remain severely threatened by forest fires, oil palm plantation development and extractive industries, which leads to biodiversity loss, increased emissions of greenhouse gases, and the marginalization of Indigenous Peoples and local communities. In 2008 the Government of Indonesia introduced the Social Forestry Programme under which Indigenous Peoples and local communities can acquire a 35-year management permit. Since then, about 10 percent of Indonesian State Forest has been designated for community-based forest conservation and restoration initiatives. The devolution of authority to the local level has created a new playing field. The Social Forestry Programme reverses more than a century of centralistic forest policy, and requires a fundamental re-orientation of all actors working in the forestry sector. The central question underlying this proposal is how Dutch civil society organizations (applied universities and NGOs) can effectively support Indigenous Peoples and local communities in the protection and restoration of peat forests in Indonesia. This project aims to set up a Living Lab in Ketapang District in West Kalimantan to study, identify and test novel ways to work together with a variety of stakeholders to effectively conserve and restore peat forest. In Ketapang District, Tropenbos Indonesia has assisted three Village Forest Management Groups (Pematang Gadung, Sungai Pelang and Sungai Besar) in securing a Social Forestry Permit. Students from three Dutch Universities (Van Hall Larenstein, Aeres Hogeschool and Inholland) will conduct research in partnership with students from Universitas Tanjungpura on the integration of local ecological knowledge and technical expertise, on the economic feasibility of community-based forestry enterprises, and on new polycentric governance structures. The results of these studies will be disseminated to policy makers and civil society groups working in Indonesia, using the extensive networks of IUCN NL and Tropenbos Indonesia.

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The Game Is Over, The Feelings Continue: Designing for Bleed in Digital Narrative Games

In 2007 at Ropecon, a large Finnish roleplaying convention, Emily Care Boss coined the term bleed to refer to emotional transference that sometimes happened to players of roleplaying games. Bleed describes an effect where emotions and attitudes experienced while roleplaying a character continue on after the roleplaying session was over, or the other way around, where a player brings their own feelings into the character they are embodying. For example, a player would roleplay a romance with another player's character, and then develop feelings for said player after the game was over. Bleed can create powerful effects in a roleplaying session, both positive and negative, which has resulted in the development of various best practices and safety tools that analogue game designers can draw upon, and roleplaying games frequently have mechanics designed around inducing and maximizing particular types of bleed in their players. Bleed mechanics lend themselves particularly well to exploring queer and otherwise marginalized identities, generating empathy, and exploring acts of political resistance. They are a powerful tool in the analogue game designers’ toolbox. Digital games make comparatively far less use of bleed in their designs than analogue games—the concept of bleed is not well-known among digital game designers. Consequently, there is little guidance for designing digital bleed mechanics, and insufficient safety tools with which to do so. With how powerful these effects can be, the knowledge and tools gaps for digital games needs addressing. This research project will create primarily digital narrative games that are explicitly designed to invoke bleed, and seeks to provide designers with new frameworks and safety tools to create bleed effects for digital games. Games will be created with varying themes and approaches regarding identity and storytelling to explore how, in particular, narrative design influences bleed in digital games.

Lopend
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Utilising urban culture to develop future-proof cities

Steden zijn op zoek naar nieuwe impulsen voor ontwikkeling en investeren in stedelijke cultuur/urban culture in de hoop economische, sociale, culturele en sportieve waarde te genereren, zoals directe economische waarde, ‘placemaking’ en verhoogde aantrekkelijkheid van de stad als bestemming, sociale cohesie, inclusie en gezondheidsvoordelen (bestrijding van obesitas). In dit project staat de verschuiving van straatsporten/-kunsten zoals breakdance, graffiti en skateboarden van de stedelijke marginaliteit naar de formele beleidsdomeinen van steden centraal. Er wordt onderzocht of investeringen in stedelijke cultuur daadwerkelijk de verwachte vormen van waarde genereren. Het project gaat over de aantrekkelijkheid en dus veerkracht van steden/bestemmingen en de waarde die jongeren-en stedelijke cultuur kunnen toevoegen aan de herontwikkeling van marginale gebieden zoals voormalige industrieterreinen en spoorweggebieden. De grote uitdaging is ervoor te zorgen dat jongeren niet van deze ruimten worden uitgesloten wanneer de regeneratie voltooid is. Het doel van dit PD-project is te onderzoeken hoe urban culture het best kan worden georganiseerd en gefaciliteerd om duurzame waarde te creëren voor de ontwikkeling, vernieuwing en veerkracht van een stad en alle betrokken actoren. Met de inzichten uit dit project wordt een bijdrage geleverd aan placemaking en jeugd-, cultuur-en sportbeleid. Dit zal steden helpen om aantrekkelijk te blijven of worden voor hun inwoners en bezoekers en hun beperkte middelen zo efficiënt en effectief mogelijk in te zetten.

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