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PURPOSE: Athletes require feedback in order to comply with prescribed training programs designed to optimize their performance. In rowing, current feedback parameters on intensity are inaccurate. Mechanical power output is a suitable objective measure for training intensity, but due to movement restrictions related to crew rowing, it is uncertain whether crew rowers are able to adjust their intensity based on power-output feedback. The authors examined whether rowers improve compliance with prescribed power-output targets when visual real-time feedback on power output is provided in addition to commonly used feedback.METHODS: A total of 16 crew rowers rowed in 3 training sessions. During the first 2 sessions, they received commonly used feedback, followed by a session with additional power-output feedback. Targets were set by their coaches before the experiment. Compliance was operationalized as accuracy (absolute difference between target and delivered power output) and consistency (high- and low-frequency variations in delivered power output).RESULTS: Multilevel analyses indicated that accuracy and low-frequency variations improved by, respectively, 65% (P > .001) and 32% (P = .024) when additional feedback was provided.CONCLUSION: Compliance with power-output targets improved when crew rowers received additional feedback on power output. Two additional observations were made during the study that highlighted the relevance of power-output feedback for practice: There was a marked discrepancy between the prescribed targets and the actually delivered power output by the rowers, and coaches had difficulties perceiving improvements in rowers' compliance with power-output targets.
Mechanical power output is a key performance-determining variable in many cyclic sports. In rowing, instantaneous power output is commonly determined as the dot product of handle force moment and oar angular velocity. The aim of this study was to show that this commonly used proxy is theoretically flawed and to provide an indication of the magnitude of the error. To obtain a consistent dataset, simulations were performed using a previously proposed forward dynamical model. Inputs were previously recorded rower kinematics and horizontal oar angle, at 20 and 32 strokes∙min−1. From simulation outputs, true power output and power output according to the common proxy were calculated. The error when using the common proxy was quantified as the difference between the average power output according to the proxy and the true average power output (P̅residual), and as the ratio of this difference to the true average power output (ratiores./rower). At stroke rate 20, P̅residual was 27.4 W and ratiores./rower was 0.143; at stroke rate 32, P̅residual was 44.3 W and ratiores./rower was 0.142. Power output in rowing appears to be underestimated when calculated according to the common proxy. Simulations suggest this error to be at least 10% of the true power output.
To analyze on-water rowing performance, a valid determination of the power loss due to the generation of propulsion is required. This power los can be calculated as the dot product of the net water force vector ( ~ F w;o ) and the time derivative of the position vector of the point at the blade where ~ F w;o is applied (~r PoA = w ). In this article we presented a method that allows for accurate determination of both parameters using a closed system of three rotational equations of motion for three different locations at the oar. Additionally, the output of the method has been validated. An oar was instrumented with three pairs of strain gauges measuring local strain. Force was applied at different locations of the blade, while the oar was fixed at the oarlock and the end of the handle. Using a force transducer and kinematic registration, the force vector at the blade and the deflection of the oar were measured. These data were considered to be accurate and used to calibrate the measured strain for bending moments, the deflection of the oar and the angle of the blade relative to its unloaded position. Additionally, those data were used to validate the output values of the presented method plus the associated instantaneous power output. Good correspondence was found between the estimated perpendicular blade force and its reference (ICC = .999), while the parallel blade force could not be obtained (ICC = .000). The position of the PoA relative to the blade could be accurately obtained when the perpendicular force was 5.3 N (ICC = .927). Instantaneous power output values associated with the perpendicular force could be obtained with reasonable accuracy (ICC = .747). These results suggest that the power loss due to the perpendicular water force component can be accurately obtained, while an additional method is required to obtain the power losses due to the parallel force.
The project aims to improve palliative care in China through the competence development of Chinese teachers, professionals, and students focusing on the horizontal priority of digital transformation.Palliative care (PC) has been recognised as a public health priority, and during recent years, has seen advances in several aspects. However, severe inequities in the access and availability of PC worldwide remain. Annually, approximately 56.8 million people need palliative care, where 25.7% of the care focuses on the last year of person’s life (Connor, 2020).China has set aims for reaching the health care standards of the developed countries by 2030 through the Healthy China Strategy 2030, where one of the improvement areas in health care includes palliative care, thus continuing the previous efforts.The project provides a constructive, holistic, and innovative set of actions aimed at resulting in lasting outcomes and continued development of palliative care education and services. Raising the awareness of all stakeholders on palliative care, including the public, is highly relevant and needed. Evidence based practice guidelines and education are urgently required for both general and specialised palliative care levels, to increase the competencies for health educators, professionals, and students. This is to improve the availability and quality of person-centered palliative care in China. Considering the aging population, increase in various chronic illnesses, the challenging care environment, and the moderate health care resources, competence development and the utilisation of digitalisation in palliative care are paramount in supporting the transition of experts into the palliative care practice environment.General objective of the project is to enhance the competences in palliative care in China through education and training to improve the quality of life for citizens. Project develops the competences of current and future health care professionals in China to transform the palliative care theory and practice to impact the target groups and the society in the long-term. As recognised by the European Association for Palliative Care (EAPC), palliative care competences need to be developed in collaboration. This includes shared willingness to learn from each other to improve the sought outcomes in palliative care (EAPC 2019). Since all individuals have a right to health care, project develops person-centered and culturally sensitive practices taking into consideration ethics and social norms. As concepts around palliative care can focus on physical, psychological, social, or spiritual related illnesses (WHO 2020), project develops innovative pedagogy focusing on evidence-based practice, communication, and competence development utilising digital methods and tools. Concepts of reflection, values and views are in the forefront to improve palliative care for the future. Important aspects in project development include health promotion, digital competences and digital health literacy skills of professionals, patients, and their caregivers. Project objective is tied to the principles of the European Commission’s (EU) Digital Decade that stresses the importance of placing people and their rights in the forefront of the digital transformation, while enhancing solidarity, inclusion, freedom of choice and participation. In addition, concepts of safety, security, empowerment, and the promotion of sustainable actions are valued. (European Commission: Digital targets for 2030).Through the existing collaboration, strategic focus areas of the partners, and the principles of the call, the PalcNet project consortium was formed by the following partners: JAMK University of Applied Sciences (JAMK ), Ramon Llull University (URL), Hanze University of Applied Sciences (HUAS), Beijing Union Medical College Hospital (PUMCH), Guangzhou Health Science College (GHSC), Beihua University (BHU), and Harbin Medical University (HMU). As project develops new knowledge, innovations and practice through capacity building, finalisation of the consortium considered partners development strategy regarding health care, (especially palliative care), ability to create long-term impact, including the focus on enhancing higher education according to the horizontal priority. In addition, partners’ expertise and geographical location was also considered important to facilitate long-term impact of the results.Primary target groups of the project include partner country’s (China) staff members, teachers, researchers, health care professionals and bachelor level students engaging in project implementation. Secondary target groups include those groups who will use the outputs and results and continue in further development in palliative care upon the lifetime of the project.
This Impuls 2020 proposal of ArtEZ University of the Arts focuses on strengthening the institutional structure and organizational infrastructure of its Research and Outreach Unit, by developing and building ArtEZ Research & Outreach. ArtEZ Research & Outreach is a centralized research incubation and development space to facilitate the large communities of researchers at ArtEZ. Based on the portfolio of diverse practices, disciplinary competences, and domain expertise, it explores and develops common grounds for new ways of shared, de-disciplined research and outreach activities across the university and with relevant external partners and stakeholders. The 2 key areas in which Impuls-activities will be performed are: 1. Strategic Research Programming and Networking – Aligning expertise, combining research resources and developing strategic networks Our first objective is to define a long-term Strategic Research Program, to set the directions of urgent and future-proof research topics, directly related to needs and demands from internal (research, education) and external (societal, industrial) stakeholders, with the ambition to create maximum value and impact for researchers, students and professionals and preserving the power of art. This area also includes networking, to develop diverse multi-stakeholder consortia within and around the selected strategic research topics. Our objective is to create multi-lateral exchanges, bringing people together in diverse communities for building consortia to prepare for joint practices of research, impact, accountability, and intervention towards collective research development. 2. Professional Research Support Infrastructure We need to develop and professionalize our research support infrastructure to facilitate professors and researchers in preparing, performing and managing (organizationally and financially) their research projects. The ambition is to increase ArtEZ’ participation in projects for research in the arts, from networking to dissemination and implementation of the research results and output, by developing a strong and sustainable research portfolio and financing strategy.
Postdoc research project Transformation through Interactive Narrative DesignMedia psychologist dr. Christian Roth's postdoc project Transformation through Interactive Narrative Design (TIND) is part of the Professorship Performative Creative Processes, the school Games & Interaction, and the Expertisecentrum Onderzoek, Innovatie en Internationalisering (OOI). Here, Christian interweaves education and practice-oriented research. He studies the artistic, pedagogical and academic perspectives regarding the power of transformation through applied Interactive Narrative Design (IND).Within the two-year postdoc research project TIND, Christian studies the training of interactive narrative designers with the goal of developing teaching methods and learning tools for artists and designers, such as game and interaction designers, to enable them to create more effective artefacts.Why interactive narrative design?IND offers agency, defined as the ability to influence narrative progression and outcomes in a meaningful way. As such, it carries the potential to create and emotional impact and spark transformative change. This enables interactors to explore different points of view and to feel the weight of their own choices and consequences. This, in turn, allows for a more thorough understanding of complex multi-stakeholder issues, which could have a significant impact on the success of emerging artistic, and learning applications.The TIND project will enable designers through an interdisciplinary approach, including applied game design, immersive theatre, behavioral and cognitive psychology, and the learning sciences.A good example for offering different perspectives on a complex topic is the narrative simulation Mission Zhobia: Winning the Peace, which is used for the training of peacekeepers. Or the news game, I am Mosul, which aims to raise awareness around the effects of war by bringing it close to home: choose your Dutch city and make choices on how to survive if the war was there. And the interactive story Adventures with Anxiety offers a new understanding by letting interactors play anxiety embodied within a wolf. IND is a complex and challenging interdisciplinary field in which design knowledge from other media can often not be directly transferred. As a new medium, it introduces new affordances in technique and user experience. This requires practice-based research for further development of the educational format, demonstrating its potential while identifying and overcoming common learners’ challenges. This project aims to develop a framework for the design and evaluation of meaningful interactive narrative experiences that effectively stimulate a variety of cognitive and emotional responses such as reflection, insight, understanding, and potential behavior change. It provides tools, methods and activities to enable aspiring or practicing narrative designers through an interdisciplinary approach, including game design, immersive theatre, behavioral and cognitive psychology, and the learning sciences.HKU education means to prepare students for success in the creative industries and IND plays an important role for current and future jobs in education, arts and entertainment. IND has the potential to create an emotional impact and spark transformative change by offering agency, defined as the ability to influence narrative progression and outcomes in a meaningful way. This enables interactors to feel the weight of their own choices and their consequences, to explore different perspectives, and to more thoroughly understand complex multi-stakeholder issues, which could have significant impact on the success of emerging artistic, and learning applications.The planned output is a collection of design tools and methods for interdisciplinary workshops and courses, which can be integrated into different curricula at the HKU, thereby enhancing existing programs while enabling the refinement of training methods. Once completed, this postdoc project delivers a training method with multiple applications designed to harness the power of interactive storytelling for transformative personal and societal impact.ColloborationsThe research project is directly embedded in the curriculum of the HKU schoolGames & Interaction with annual educational offerings such as the Minor Interactive Narrative Design (MIND) and HKU wide broad seminars. Course evaluation and literature research will be used to create new and adjusted training for different HKU schools and the industry.More informationAre you interested to learn more about the postdoc research project Transformation through Interactive Narrative Design? Get in touch with Christian Roth: christian.roth@hku.nl