10 Fakultät Wirtschafts- und Sozialwissenschaften

Permanent URI for this collectionhttps://elib.uni-stuttgart.de/handle/11682/11

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    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, Nadja
    Soccer 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.
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    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, Nadja
    Background 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.
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    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, Nadja
    Introduction: 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.
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    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, Nadja
    Introduction: 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.
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    Camera-based mobile applications for movement screening in healthy adults : a systematic review
    (2025) El-Rajab, Inaam; Klotzbier, Thomas J.; Korbus, Heide; Schott, Nadja
    Background: In recent years, the proliferation of mobile applications in the health and fitness sector has been rapid. Despite the enhanced accessibility of these systems, concerns regarding their validation persist, and their accuracy remains to be thoroughly evaluated compared to conventional motion analysis methodologies. Furthermore, there is a paucity of evidence regarding real-time feedback and movement quality assessment. Consequently, this systematic review aims to evaluate the current state of camera-based mobile applications for movement screening in healthy adults, focusing on specific types of movement.
    Methods: A systematic literature search was conducted in four databases - PubMed, ScienceDirect, Web of Science, and IEEE Xplore - covering the period from 2000 to 2024. The search strategy was based on key terms related to four main concepts: screening, mobile applications, cameras, and physical activity. The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines were followed. The study was registered a priori on PROSPERO (Registration ID: CRD42023444355) to ensure transparency and prevent selective reporting of outcomes.
    Results: Of the 2,716 records initially identified, eight studies met the specified inclusion criteria. The studies were primarily concerned with fitness exercises, gait analysis, and sport-specific movements. Some studies demonstrated high reliability compared to gold standard systems, while others reported technical limitations such as camera positioning and data interpretation issues. Feedback mechanisms varied, with many applications lacking personalized real-time correction.
    Conclusion: Despite the potential of smartphone-based movement screening applications, particularly their accessibility and affordability, challenges remain regarding accuracy and user feedback. Precise measurements comparable to established methods are crucial for application-oriented camera-based movement screening. Equally important are improving real-time feedback, expanding the types of movement that can be assessed, and ensuring broad applicability across different populations and environments to ensure sustainable use of application-based movement screening.