10 Fakultät Wirtschafts- und Sozialwissenschaften
Permanent URI for this collectionhttps://elib.uni-stuttgart.de/handle/11682/11
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Item Open Access Digital assessments of motor-cognitive performance in young and older adults : behavioral and neural correlates(2024) Park, Soo-Yong; Schott, Nadja (Prof. Dr.)Today's technological advances enable us to have a healthy life. Maintaining mental and physical health is one of the most critical aspects of our healthy life with increasing age. Moreover, one of the many ways to stay healthy is to detect problems of motor or cognitive impairment early and accurately in terms of assessment. Digital assessment can help uncover subtle differences in specific motor and cognitive declines. This early detection can lead to an adequate intervention on time, allowing for preliminary prevention before symptoms occur. From a different perspective, exercise effect on our bodies and minds is indescribable. Physical exercise induces cellular and molecular changes in our body, which positively change the structure and function of the brain. These positive changes in our brains can result in improved cognitive function. These effects are attributed to physical activity over a long-term period. However, understanding the acute effects of exercise-induced changes is also essential to potentially explain chronic effects. Also, identifying exercise-induced cortical activation patterns should be considered for cognitive function enhancements. For this reason, it is necessary to investigate the effect of exercise protocol composition, such as exercise intensity and duration, on cognitive function based on neural correlates. Based on these aspects, the present thesis is divided into two parts. In the first part (Part I: Assessment), the paper-pencil version of Trail-Making-Test (ppTMT), a neuropsychological assessment commonly used to investigate cognitive functions, was compared with the digital Trail-Making-Test (dTMT) developed on a tablet version. We verified its reliability and validity by comparing these two versions of TMT. Also, the dTMT was applied in patients with Parkinson's disease to detect subtle differences in fine motor and cognitive performance deterioration. As a strength of the dTMT, the measurement of additional variables for examining the applicability to the clinical field allowed the decomposition of cognitive abilities and observation of changes in performance during the task. The second part (Part II: exercise intervention) investigated the acute effects of exercise-induced cortical activation on cognitive performance using the dTMT. We used functional near-infrared spectroscopy (fNIRS) to measure hemodynamic response in the brain's frontal lobe and motor cortex for immediate and sustained effects of acute exercise with different exercise intensities. Finally, the interaction of these two parts (assessment and exercise intervention) and the neural mechanisms led to the following discussions. First, we confirmed the value of digital assessment as an early detection tool for motor and cognitive impairment. Second, we identified which exercise intervention positively induces cortical changes in our brain by accompanying the improvement of cognitive performance. The present thesis discussed the role of digital measurement and exercise intervention in maintaining our health and in which direction we should go for our future.Item Open Access Skillful and strategic navigation in soccer : a motor-cognitive dual-task approach for the evaluation of a dribbling task under different cognitive load conditions(2024) Klotzbier, Thomas J.; Schott, NadjaSoccer is a competitive sport that relies on distinct motor skills and cognitive processes. However, cognitive aspects are often overlooked, with a focus mainly on motor skills. Limited research has explored screening tests within motor-cognitive navigation dual-task (DT) paradigms. This study aims to validate a sensitive approach for assessing soccer-specific dribbling by evaluating the Trail-Dribbling Test (TDT) as a method to differentiate high-performance (HP) from low-performance (LP) players. Two hundred and seventy-five participants (41 females) aged between 12 and 34 completed the Trail-Making Test (TMT), the Trail-Walking Test (TWT), and the soccer-specific TDT under three levels of cognitive load. Results indicated shorter TDT durations for HP compared to LP players, with increased cognitive load accentuating differences (TDT-M: p = 0.044, d = 0.260; TDT-A: p < 0.001, d = 0.449; TDT-B: p < 0.001, d = 0.653). The TDT effectively discriminated between HP and LP players in the 14-15 (AUC = 0.712-0.820) and 16-17 age groups (AUC = 0.634-0.839). In conclusion, the ecologically valid TDT demonstrates the potential for quantifying soccer-specific dribbling, offering insights into motor and cognitive aspects of dribbling performance, especially among soccer players aged 14-17.Item Open Access Observations on sport and eSport from a systems theory perspective : theoretical reflections on differentiating sport and eSport and on the functions and consequences of an integration(2024) Borggrefe, Carmen; Hoffmann, AndreasThis article takes up the sport policy and sports science debate on the recognition of competitive computer and video games - so-called eSport - as sport and pursues the goal of differentiating sport and eSport on the basis of systems theory considerations and reflecting on the functions and consequences of recognizing eSport as sport. It begins by addressing the questions of how sport can be observed at all with the help of theories and which epistemological position underlies the systems theory approach. This is followed by a consideration of sport in terms of systems theory as a social functional system and by reflection on forms of structural coupling between the sport system and other social functional systems. In light of these theoretical considerations, the connectivity of eSport to the sport system as well as the functions and consequences of such an integration for structural couplings between the sport system and the systems of health, education, the economy, mass media, and politics are analyzed. The article concludes with an outline of perspectives for future scientific observation of sport and eSport.Item Open Access Reference measures of lower-limb joint range of motion, muscle strength, and selective voluntary motor control of typically developing children aged 5-17 years(2024) Scherff, Emily; Schnell, Sabrina Elisabeth; Siebert, Tobias; D’Souza, SoniaBackground: Joint range of motion based on the neutral null method, muscle strength based on manual muscle testing, and selective voluntary motor control based on selective control assessment of the lower extremity are standard parameters of a pediatric three-dimensional clinical gait analysis. Lower-limb reference data of children are necessary to identify and quantify abnormalities, but these are limited and when present restricted to specific joints or muscles. Methods: This is the first study that encompasses the aforementioned parameters from a single group of 34 typically developing children aged 5–17 years. Left and right values were averaged for each participant, and then the mean and standard deviation calculated for the entire sample. The data set was tested for statistical significance ( p < 0.05). Results: Joint angle reference values are mostly consistent with previously published standards, although there is a large variability in the existing literature. All muscle strength distributions, except for M. quadriceps femoris, differ significantly from the maximum value of 5. The mean number of repetitions of heel-rise test is 12 ± 5. Selective voluntary motor control shows that all distributions, except for M. quadriceps femoris, differ significantly from the maximum value of 2. Conclusion: Since typically developing children do not match expectations and reference values from the available literature and clinical use, this study emphasizes the importance of normative data. Excessively high expectations lead to typically developing children being falsely underestimated and affected children being rated too low. This is of great relevance for therapists and clinicians. Level of evidence: 3.Item Open Access Mental rotation abilities of gymnasts and soccer players : a comparison of egocentric and object-based transformations : an exploratory and preliminary study(2024) Klotzbier, Thomas J.; Schott, NadjaBackground and objectives: The experience obtained from motor expertise may contribute to and enhance the development of particular visuo-spatial abilities. This exploratory and preliminary study compares the response times of a mental rotation task with egocentric and object-based transformation instructions between soccer players of varying performance levels and gymnasts. Methods: Fifty-six male participants were grouped based on their sports experience. Soccer-specific novices (SS-N: n = 19; age = 15.9 ± 0.87), soccer-specific experts (SS-E: n = 17; age = 16.4 ± 0.70), gymnastic-specific experts (GS-E: n = 10; age = 16.6 ± 1.71), and gymnastic-specific novices (GS-N: n = 10; age = 16.0 ± 1.63) were recruited to perform a perceptual task (recognition of soccer-specific poses) and mental rotation tasks with different stimuli (soccer-specific poses, cubes, line-drawings of hands, letters). Results: During the perceptual task with instructions on egocentric transformation and soccer-specific poses, we observed that gymnasts had longer response times than soccer players. Our findings also suggest that experts correctly identified most of the poses in terms of accuracy. In the mental rotation task with object-based transformation, gymnasts processed all stimuli, even the soccer-specific poses, more accurately than both soccer groups. Conclusion: Our results suggest that gymnasts’ motor expertise plays a role in their performance on mental rotation tasks involving both egocentric and object-based transformations, regardless of the stimuli presented.Item Open Access CIEMER in action : from development to application of a co-creative, interdisciplinary exergame design process in XR(2024) Retz, Celina; Klotzbier, Thomas J.; Ghellal, Sabiha; Schott, NadjaIntroduction: Motor-cognitive learning is crucial for achieving and maintaining wellbeing. Exergames can effectively facilitate this type of learning due to their inherent qualities of exertion and game-related disciplines. These qualities can create effectiveness, enjoyment, and meaning in the lives of individuals. To address these aspects equally, the design process for exergame interventions needs to be interdisciplinary from the beginning. Objective: This paper aims to (1) enhance an exergame design process model for interdisciplinary co-creation (CIEM) by an Extended Reflection part (CIEMER). Furthermore, it aims to (2) show a formal process for making the abstract model applicable. In doing so, (3) this paper will also derive methods for conducting the process in an academic seminar. Methods: The study employed the CIEMER to conduct a 2-month academic seminar with 20 students. The seminar consisted of a 3-day intensive workshop, a 6-week work phase, and a 1-week testing phase, creating four Extended Reality prototypes. We used a mixed methods approach to evaluate the model, including feedback interviews with external experts, internal surveys, and written reflections from student designers. Results: Four motor-cognitive learning prototypes in Extended Reality were created using the CIEMER. External expert evaluations highlighted the prototypes’ alignment with effective, enjoyable, and meaningful objectives and potential efficacy while noting shortcomings in discipline-specific theoretical application. Internal feedback from students, collected via surveys and reflections, consistently showed positive outcomes in interdisciplinary collaboration and learning, underscoring the importance of an integrated approach in achieving project goals. Conclusion: The formal process within CIEMER effectively yielded four promising prototypes, demonstrating its sufficiency. Students positively acknowledged the benefits of interdisciplinary collaboration, finding it supportive and competence-enhancing. Additionally, the Extended Reflections enabled rapid and targeted iterations, streamlining the reflection of the current state and Creation process.Item Open Access Digital interactive experience- and game-based fall interventions for community-dwelling healthy older adults : a cross-disciplinary systematic review(2025) Ciemer, Celina; Kröper, Lisa; Klotzbier, Thomas J.; Ghellal, Sabiha; Schott, NadjaIntroduction: Falls pose significant health risks to older adults, impacting their quality of life. Preventive strategies are crucial, as research shows that fall prevention interventions can effectively reduce fall risks. However, these interventions often suffer from low adherence and uptake. Digital, interactive interventions, incorporating experience-, and game-related aspects, offer a promising solution, making this topic inherently cross-disciplinary. Objective: This review aims to assess the current landscape of digital interactive experience and game-based fall interventions for community-dwelling, healthy older adults. It focuses on integrating Human Movement Science and User Experience & Game Design perspectives, emphasizing the cross-disciplinary nature of this research.
Methods: We employed a cross-disciplinary literature search framework, searching the databases ACM-DL, IEEE-Xplore, ScienceDirect, PubMed, Scopus, and Web of Science. The review focused on healthy community-dwelling older adults (50+), including those at risk of falling. Excluded were studies involving chronic diseases, non-age-related impairments, other age groups, or individuals receiving care. Only digital, interactive fall prevention interventions without commercial software were considered. Studies published between 2000–2024 were included. A qualitative thematic synthesis was conducted, focusing on four categories: Objectives (O), Design and Development (D), Types of Intervention (T), and Evaluation Methods (E).
Results: The search yielded 2,747 results, with 59 articles included in the final synthesis. Objectives were mainly driven by a combination of HMS and UXG rather than a single aspect. In Design and Development it was observed that concept-based design was scarce, with most being procedure-based. Descriptions of interventions frequently lacked specificity, particularly in-depth experience-related terminology and exercise descriptions. Evaluation methods were found to be more frequently informed by both HMS and UXG, although only four studies used a mixed-method approach to explore their interplay. Among included articles, most aspects incorporated both HMS and UXG across all four categories: O( n = 37), D( n = 37), T( n = 54), and E( n = 21).
Conclusion: The review underscores the importance of digital interactive experience- and game-based fall prevention interventions. It highlights the need for enhanced cross-disciplinary collaboration between HMS and UXG to address gaps, such as the lack of a shared thesaurus and standardized guidelines, which are vital for improving transparency, reproducibility, and the refinement of these interventions.Item Open Access The size of the functional base of support decreases with age(2025) Sloot, Lizeth H.; Gerhardy, Thomas; Mombaur, Katja; Millard, MatthewFalls occur more often as we age. To identify people at risk of falling, balance analysis requires an accurate base-of-support model. We previously developed a functional base-of-support (fBOS) model for standing young adults and showed that its area is smaller than the footprint area. Our fBOS model is a polygon that contains centre-of-pressure trajectories recorded as standing participants move their bodies in the largest possible loop while keeping their feet flat on the ground. Here we assess how the size of the fBOS area changes with age by comparing 38 younger (YA), 14 middle-aged (MA), and 34 older adults (OA). The fBOS area is smaller in older adults: OA area is 58% of the YA area (p<0.001), and 59% of the MA area (p=0.001), with no difference between YA and MA. The reduction in fBOS area among the OA is primarily caused by a reduction in the length of the fBOS. In addition, among older adults smaller fBOS areas correlated with a lower score on the Short Physical Performance Battery (τ=0.28, p=0.04), a reduced walking speed (τ=0.25, p=0.04), and a higher frailty level (p=0.09). So that others can extend our work, we have made our fBOS models available online.Item Open Access A polygon model of the functional base-of-support improves the accuracy of balance analysis(2025) Millard, Matthew; Sloot, Lizeth H.Mathematical balance models have the potential to identify people at risk of falling before an injury occurs. However, most balance models depend on a model of the base-of-support (BOS) of the feet to calculate how well someone is balancing. Here we evaluate the functional base-of-support (fBOS): the convex polygon on the bottom of the foot that can support a large fraction of the body's weight. First, we develop a geometric model of the fBOS by measuring the center-of-pressure (COP) and kinematic data of the feet of 27 younger adults instructed to move their body mass in large loops without taking a step. We extract a planar convex polygon that contains the COP data. Finally, we compare the area of this fBOS model to a marker-based BOS model before evaluating if the fBOS differs across four everyday conditions: footwear, stance-width, foot dominance, and during single and double stance. We found that the fBOS is much smaller (23% the size) than a marker-based BOS model. Our analysis suggests that using the fBOS, rather than a marker-based BOS, can improve the accuracy of the margin-of-stability by 20% of foot width and 16% of the length. In addition, we found that the fBOS area does not differ across footwear (p=0.88), stance-width (p=0.88), and foot dominance (p=0.68), but during single stance the fBOS is 17% (p=0.0003) larger than during double stance. So that others can use and extend our work, we have made the models, example data and code publicly available.Item Open Access Impact of lengthening velocity on the generation of eccentric force by slow-twitch muscle fibers in long stretches(2024) Weidner, Sven; Tomalka, André; Rode, Christian; Siebert, TobiasAfter an initial increase, isovelocity elongation of a muscle fiber can lead to diminishing (referred to as Give in the literature) and subsequently increasing force. How the stretch velocity affects this behavior in slow-twitch fibers remains largely unexplored. Here, we stretched fully activated individual rat soleus muscle fibers from 0.85 to 1.3 optimal fiber length at stretch velocities of 0.01, 0.1, and 1 maximum shortening velocity, vmax, and compared the results with those of rat EDL fast-twitch fibers obtained in similar experimental conditions. In soleus muscle fibers, Give was 7%, 18%, and 44% of maximum isometric force for 0.01, 0.1, and 1 vmax, respectively. As in EDL fibers, the force increased nearly linearly in the second half of the stretch, although the number of crossbridges decreased, and its slope increased with stretch velocity. Our findings are consistent with the concept of a forceful detachment and subsequent crossbridge reattachment in the stretch’s first phase and a strong viscoelastic titin contribution to fiber force in the second phase of the stretch. Interestingly, we found interaction effects of stretch velocity and fiber type on force parameters in both stretch phases, hinting at fiber type-specific differences in crossbridge and titin contributions to eccentric force. Whether fiber type-specific combined XB and non-XB models can explain these effects or if they hint at some not fully understood properties of muscle contraction remains to be shown. These results may stimulate new optimization perspectives in sports training and provide a better understanding of structure-function relations of muscle proteins.