8 research outputs found

    Interrater, Test-retest Reliability of the Y Balance Test. A Reliability Study including 51 Healthy Participants

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    International Journal of Exercise Science 16(4): 182-192, 2023. The aim was to determine the relative and absolute interrater, test-retest reliability of the Y-Balance Test (YBT) in a sample of healthy and active adults aged 18 to 50 years. The sample consisted of 51 healthy and active participants, 30 men and 21 women with a mean age of 28 ± 7 years. The YBT was performed on the right leg in the three test directions. Test and retest of the YBT were performed with a median interval of 15 days. The method for data collection was in line with the Y Balance Test Lower Quarter Protocol (YBT-LQ). The test was conducted by raters previously inexperienced in the use of the YBT. The relative reliability was reported as Intraclass Correlation Coefficient (ICC(2,1)). The absolute reliability was reported as Standard Error of Measurement (SEM) and Minimal Detectable Change (MDC). The ICC ranged from 0.79-0.86. SEM ranged from 2%-4%, indicating the measurement error at group level and MDC ranged from 5%-11%, indicating the measurement error at individual level. The YBT showed good relative and absolute reliability. The YBT is therefore considered suitable at both group and individual level in physically active populations

    Detrital carbon production and export in high latitude kelp forests

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    The production and fate of seaweed detritus is a major unknown in the global C-budget. Knowing the quantity of detritus produced, the form it takes (size) and its timing of delivery are key to understanding its role as a resource subsidy to secondary production and/or its potential contribution to C-sequestration. We quantified the production and release of detritus from 10 Laminaria hyperborea sites in northern Norway (69.6° N). Kelp biomass averaged 770 ± 100 g C m−2 while net production reached 499 ± 50 g C m−2 year−1, with most taking place in spring when new blades were formed. Production of biomass was balanced by a similar formation of detritus (478 ± 41 g C m−2 year−1), and both were unrelated to wave exposure when compared across sites. Distal blade erosion accounted for 23% of the total detritus production and was highest during autumn and winter, while dislodgment of whole individuals and/or whole blades corresponded to 24% of the detritus production. Detachment of old blades constituted the largest source of kelp detritus, accounting for > 50% of the total detrital production. Almost 80% of the detritus from L. hyperborea was thus in the form of whole plants or blades and > 60% of that was delivered as a large pulse within 1–2 months in spring. The discrete nature of the delivery suggests that the detritus cannot be retained and consumed locally and that some is exported to adjacent deep areas where it may subsidize secondary production or become buried into deep marine sediments as blue carbon

    GameFlow and Player Experience Measures: An Initial Comparison of Conceptual Constructs

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    GameFlow is a widely used model of player enjoyment, which has been applied to designing and evaluating many games and game- like experiences since its first publication. Although GameFlow has been used as a basis for many surveys, no formal operationalisation has been proposed or validated. This raises the question of whether the development of a GameFlow measure is a worthwhile endeavour. In this paper, we report findings of a study in which GameFlow was used as an evaluation tool for an online strategy game, in conjunction with player experience measures. Expert reviews, using the GameFlow criteria, were conducted by 12 stakeholders (developers, players, researchers, and journalists) in the game Neptune’s Pride 2: Triton. Player experience surveys, incorporating the Flow State Scale and Player Experience of Need Satisfaction, were also completed by 351 players. We reflect on the interaction, conceptual constructs, and value of each instrument, and where future development of the GameFlow model should focus

    A Comparison of Hip Muscle Mass, Muscle Power, and Clinical Outcomes with Long-Term Follow-Up in Patients with Metal-on-Metal Hip Arthroplasty Compared to Metal-on-Polyethylene Hip Arthroplasty

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    (1) Background: Metal-on-metal (MoM) total hip arthroplasty (THA) and hip resurfacing arthroplasty (HRA) was presumed to provide superior functional outcomes compared to metal-on-polyethylene (MoP) THA. (2) Methods: We compared muscle mass, power, step test asymmetry, and patient-reported outcomes between MoM THA/HRA and MoP THA. A total of 51 MoM THA/HRAs and 23 MoP THAs participated in the cross-sectional study at a mean of 6.5 (2.4–12.5) years postoperatively. Muscle mass was measured by Dual energy X-ray Absorption (DXA) scans and muscle power in a Leg Extensor Power Rig. Step test asymmetry was obtained with an Inertial Measurement Unit (IMU). The patients completed the Harris Hip Score (HHS) and the Copenhagen Hip and Groin Outcome Score (HAGOS). (3) Results: The MoM THA/HRA group had a greater inter-limb difference in hip muscle mass compared to the MoP THA group (p = 0.02). Other inter-limb differences in muscle mass and power were similar (p > 0.05). Muscle mass of the thigh and calf area and muscle power in both legs were higher in MoM THA/HRA compared to MoP THA (p p = 0.03). HHS and HAGOS scores were similar between groups (p > 0.05). (4) Conclusion: Overall, we could not verify the hypothesis that MoM THA/HRA contributes to superior functional outcomes compared to MoP THA

    Evaluating GameFlow in a multiplayer online strategy game under development

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    GameFlow is a widely used model of player enjoyment, with hundreds of applications to designing and evaluating games and game-like experiences since its first publication. Derived from a general set of heuristics for creating enjoyable player experiences, GameFlow strives to be a general model of player enjoyment, applicable to all game genres and platforms. However, research so far has been focused on the single-player experience and GameFlow elements such as Challenge and Control can vary considerably in a group situation. Therefore, it is also important to test the GameFlow model's applicability to multiplayer games. In this article, we report the findings of a study that applies the GameFlow model to a multiplayer online strategy game under development. Expert reviews, using the GameFlow criteria, were conducted by 12 stakeholders (developer, players, researchers, and journalists) in the game Neptune's Pride 2: Triton. We reflect on lessons learned about evaluating a multiplayer game under development, as well as several key points of improvement for future versions of the GameFlow model and criteria.</p
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