Purpose: Law enforcement may require police officers to inhibit intuitive responses to high threat and thereby affect their emotional reaction and operational effectiveness. Upon this premise, the current study reports two experiments which compare the impact of two relevant shot execution strategies on police officers’ shooting performance under high threat, including (1) fire at an armed assailant and then step away from the assailant's line of fire (‘fire-step’) or (2) step away from the assailant's line of fire and then fire (‘step-fire’). Method: In Experiment 1, 15 experienced police officers performed both shot execution strategies against a stationary assailant who occasionally shot back with coloured soap cartridges (high threat), while we measured their state anxiety, movement times and shot accuracy. In Experiment 2, the same 15 officers remained stationary and fired at the assailant who now performed both shot execution strategies in random order, thereby providing an indication of the risk (i.e., chance to get hit) associated with performing either strategy. Results: Experiment 1 showed that officers preferred using the step-fire strategy and that using this strategy resulted in lower levels of anxiety, increased time for aiming and more accurate shooting than the fire-step strategy. Experiment 2, however, indicated that the step-fire strategy also increases one's chance of getting hit. Conclusions: Findings suggest that inhibition of preferred responses under high threat (as in the fire-step strategy) may increase state anxiety and negatively affect shooting performance in police officers. Future work is needed to reveal underlying mechanisms and explore implications for practice.
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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.
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Purpose: To examine the effects of different small-sided games (SSGs) on physical and technical aspects of performance in wheelchair basketball (WB) players. Design: Observational cohort study. Methods: Fifteen highly trained WB players participated in a single 5v5 (24-s shot clock) match and three 3v3 SSGs (18-s shot clock) on a (1) full court, (2) half-court, and (3) modified-length court. During all formats, players’ activity profiles were monitored using an indoor tracking system and inertial measurement units. Physiological responses were monitored via heart rate and rating of perceived exertion. Technical performance, that is, ball handling, was monitored using video analysis. Repeated-measures analysis of variance and effect sizes (ESs) were calculated to determine the statistical significance and magnitude of any differences between game formats. Results: Players covered less distance and reached lower peak speeds during half-court (P ≤ .0005; ES ≥ very large) compared with all other formats. Greater distances were covered, and more time was spent performing moderate- and high-speed activity (P ≤ .008; ES ≥ moderate) during full court compared with all other formats. Game format had little bearing on physiological responses, and the only differences in technical performance observed were in relation to 5v5. Players spent more time in possession, took more shots, and performed more rebounds in all 3v3 formats compared with 5v5 (P ≤ .028; ES ≥ moderate). Conclusions: Court dimensions affect the activity profiles of WB players during 3v3 SSGs yet had little bearing on technical performance when time pressures (shot clocks) were constant. These findings have important implications for coaches to understand which SSG format may be most suitable for physically and technically preparing WB players. DOI: https://doi.org/10.1123/ijspp.2017-0500 LinkedIn: https://www.linkedin.com/in/rienkvdslikke/ https://www.linkedin.com/in/moniqueberger/
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Paralympic wheelchair athletes solely depend on the power of their upper-body for their on-court wheeled mobility as well as for performing sport-specific actions in ball sports, like a basketball shot or a tennis serve. The objective of WheelPower is to improve the power output of athletes in their sport-specific wheelchair to perform better in competition. To achieve this objective the current project systematically combines the three Dutch measurement innovations (WMPM, Esseda wheelchair ergometer, PitchPerfect system) to monitor a large population of athletes from different wheelchair sports resulting in optimal power production by wheelchair athletes during competition. The data will be directly implemented in feedback tools accessible to athletes, trainers and coaches which gives them the unique opportunity to adapt their training and wheelchair settings for optimal performance. Hence, the current consortium facilitates mass and focus by uniting scientists and all major Paralympic wheelchair sports to monitor the power output of many wheelchair athletes under field and lab conditions, which will be assisted by the best data science approach to this challenge.
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Background: Differential learning (DL) is a motor learning method characterized by high amounts of variability during practice and is claimed to provide the learner with a higher learning rate than other methods. However, some controversy surrounds DL theory, and to date, no overview exists that compares the effects of DL to other motor learning methods.Objective: To evaluate the effectiveness of DL in comparison to other motor learning methods in the acquisition and retention phase.Design: Systematic review and exploratory meta-analysis.Methods: PubMed (MEDLINE), Web of Science, and Google Scholar were searched until February 3, 2020. To be included, (1) studies had to be experiments where the DL group was compared to a control group engaged in a different motor learning method (lack of practice was not eligible), (2) studies had to describe the effects on one or more measures of performance in a skill or movement task, and (3) the study report had to be published as a full paper in a journal or as a book chapter.Results: Twenty-seven studies encompassing 31 experiments were included. Overall heterogeneity for the acquisition phase (post-pre; I2 = 77%) as well as for the retention phase (retention-pre; I2 = 79%) was large, and risk of bias was high. The meta-analysis showed an overall small effect size of 0.26 [0.10, 0.42] in the acquisition phase for participants in the DL group compared to other motor learning methods. In the retention phase, an overall medium effect size of 0.61 [0.30, 0.91] was observed for participants in the DL group compared to other motor learning methods.Discussion/Conclusion: Given the large amount of heterogeneity, limited number of studies, low sample sizes, low statistical power, possible publication bias, and high risk of bias in general, inferences about the effectiveness of DL would be premature. Even though DL shows potential to result in greater average improvements between pre- and post/retention test compared to non-variability-based motor learning methods, more high-quality research is needed before issuing such a statement. For robust comparisons on the relative effectiveness of DL to different variability-based motor learning methods, scarce and inconclusive evidence was found.
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Installatierede uitgesproken bij de aanvaarding van het lectoraat Image in Context aan de Hanzehogeschool Groningen te Groningen op 13 november 2012. Tekst in het Nederlands en het Engels.
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Individuals after anterior cruciate ligament reconstruction (ACLR) have a high rate of reinjury upon return to competitive sports. Deficits in motor control may influence reinjury risk and can be addressed during rehabilitation with motor learning strategies. When instructing patients in performing motor tasks after ACLR, an external focus of attention directed to the intended movement effect has been shown to be more effective in reducing reinjury risk than an internal focus of attention on body movements. While this concept is mostly agreed upon, recent literature has made it clear that the interpretation and implementation of an external focus of attention within ACLR rehabilitation needs to be better described. The purpose of this commentary is to provide a clinical framework for the application of attentional focus strategies and guide clinicians towards effectively utilizing an external focus of attention in rehabilitation after ACLR.
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Brochure from the Inauguration of Klaas Dijkstra, professor Computer Vision and Data Science
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Stakeholders must purposely reflect on the suitability of process models for designing tourism experience systems. Specific characteristics of these models relate to developing tourism experience systems as integral parts of wider socio-technical systems. Choices made in crafting such models need to address three reflexivity mechanisms: problem, stakeholder and method definition. We systematically evaluate application of these mechanisms in a living lab experiment, by developing evaluation episodes using the framework for evaluation in design science research. We outline (i) the development of these evaluation episodes and (ii) how executing them influenced the process and outcomes of co-crafting the process model. We highlight both the benefits of and an approach to incorporate reflexivity in developing process models for designing tourism experience systems.
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