81 research outputs found

    Phrenologyand the Insanity Defence: Medical Jurisprudence in the McNaughtan Trial

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    This thesis argues that phrenology shaped the defence argument in the McNaughtan trial. The role of this now-discredited science exemplifies the negotiation of scientific, legal and lay knowledge in the early nineteenth century, at a time when science was challenging the primacy of lay understandings of insanity. Phrenological ideas allowed the defence to privilege medical opinion over lay opinion, and propose a model of the mind that could account for McNaughtan’s insanity. This was possible because the medical and professional communities accepted some elements of the science. They applied these principles when explaining and verifying insanity in a courtroom setting

    A Case Study on Understanding the Influence of Diegetic Audio on Immersion in a Third-Person Role-Playing Game

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    This thesis investigates the influence of diegetic audio in relation to creating immersive gameplay experiences in third-person perspective games. Previous research suggests that immersion is key to an excellent gaming experience (Brown & Cairns, 2004). In particular, certain works show the influence of audio in relation to immersive experiences (Stockburger, 2003; Jorgensen, 2008, 2011; Grimshaw, 2007, 2012; Huiberts, 2010; Usher, 2012). Drawing on this evidence, I created a video-game wherein diegetic audio could be manipulated adaptively in an experimental environment as the game is played. A convergent parallel mixed-method case study (Creswell, 2014) was developed to determine if removing, modifying, or de-synchronising elements of the diegetic soundscape in a third-person role-playing game (RPG) at runtime would negatively affect immersion in the game. First, I examined quantitative aspects of gamer preference, genre expectations, and previous experiences of immersion, to determine the likelihood of becoming immersed in the test game. Next, ten participants played the game whilst, unknown to them, auditory aspects of the game were modified. Finally, players took part in a semi-structured interview to reveal how they felt the audio changes influenced their immersion in the game, or if they noticed the changes. Findings showed that participants were engaged sufficiently that none noticed the adaptation of key avatar sounds, such as footsteps, and none noticed a discontinuity in ambient background sounds. Players revealed that much of their attention was taken up with completing game objectives and learning the game controls. This suggests that when a player’s attention is diverted by an objective, less attention is free to give to sounds that are not crucial for that task: challenge-based immersion is increased, whilst immersion in the sensory aspects of the game is decreased. Developing an experimental game environment offers further insight into the role of diegetic audio in third-person perspective games, and how it influences immersive gameplay experiences

    Familiarization protocol influences reproducibility of 20-km cycling time-trial performance in novice participants

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    Introduction: Exercise performance is reproducible in experienced athletes; however, less trained participants exhibit greater variability in performance and pacing. To reduce variability, it is common practice to complete a familiarization prior to experimental testing. However, there are no clear guidelines for familiarizing novice participants to a cycling time-trial (TT), and research findings from novice populations may still be influenced by learning effects. Accordingly, the aims of this study were to establish the variability between TTs after administering differing familiarization protocols (duration or type) and to establish the number of familiarization trials required to limit variability over multiple trials. Methods: Thirty recreationally active participants, with no prior experience of a TT, performed a 20-km cycling TT on five separate occasions, after completing either a full (FF, 20-km TT, n = 10), a half (HF, 10-km TT, n = 10) or an equipment familiarization (EF, 5-min cycling, n = 10). Results: Variability of TT duration across five TTs was the lowest after completing FF (P = 0.69, ηp2 = 0.05) compared to HF (P = 0.08, ηp2 = 0.26) and EF (P = 0.07, ηp2 = 0.21). In the FF group after TT2, the effect size for changes in TT duration was small (d d = 1.02, TT3-TT4) and EF (d = 1.12, TT4-TT5). The variability in mean power output profiles between trials was lowest within FF, with a similar pacing profile reproduced between TT3-TT5. Discussion: Familiarization of the exercise protocol influenced reproducibility of pacing and performance over multiple, maximal TTs, with best results obtained after a full experience of the exercise compared to HF and EF. The difference of TT1 to later TTs indicates that one familiarization is not adequate in reducing the variability of performance for novice participants. After the FF and an additional TT, performance changes between TTs were small, however, a reproducible pacing profile was not developed until after the FF and two additional TTs. These findings indicate that a minimum of three full familiarizations are necessary for novice participants to limit systematic error before experimental testing

    No influence of transcutaneous electrical nerve stimulation on exercise-induced pain and 5-Km cycling time-trial performance

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    Introduction: Afferent information from exercising muscle contributes to the sensation of exercise-induced muscle pain. Transcutaneous electrical nerve stimulation (TENS) delivers low-voltage electrical currents to the skin, inhibiting nociceptive afferent information. The use of TENS in reducing perceptions of exercise-induced pain has not yet been fully explored. This study aimed to investigate the effect of TENS on exercise-induced muscle pain, pacing strategy, and performance during a 5-km cycling time trial (TT). Methods: On three separate occasions, in a single-blind, randomized, and cross-over design, 13 recreationally active participants underwent a 30-min TENS protocol, before performing a 5-km cycling TT. TENS was applied to the quadriceps prior to exercise under the following conditions; control (CONT), placebo with sham TENS application (PLAC), and an experimental condition with TENS application (TENS). Quadriceps fatigue was assessed with magnetic femoral nerve stimulation assessing changes in potentiated quadriceps twitch force at baseline, pre and post exercise. Subjective scores of exertion, affect and pain were taken every 1-km. Results: During TTs, application of TENS did not influence pain perceptions (P = 0.68, ηp2 = 0.03). There was no significant change in mean power (P = 0.16, ηp2 = 0.16) or TT duration (P = 0.17, ηp2 = 0.14), although effect sizes were large for these two variables. Changes in power output were not significant but showed moderate effect sizes at 500-m (ηp2 = 0.10) and 750-m (ηp2 = 0.10). Muscle recruitment as inferred by electromyography data was not significant, but showed large effect sizes at 250-m (ηp2 = 0.16), 500-m (ηp2 = 0.15), and 750-m (ηp2 = 0.14). This indicates a possible effect for TENS influencing performance up to 1-km. Discussion: These findings do not support the use of TENS to improve 5-km TT performance

    Numerical simulations of carbon contaminants in T6 shock tube tests

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    The influence of carbon contamination on a range of synthetic air and pure nitrogen shock tube experiments conducted in Oxford’s T6 Stalker Tunnel is investigated using a numerical model designed for thermochemically reacting flows. Experimental conditions range from 6 to 7 km/s with fill pressures between 18 and 100 Pa. The addition of carbon was found to significantly improve agreement between the numerical model and experimental data, especially after the non-equilibrium peak and during relaxation towards equilibrium. For the chosen thermochemistry set and test conditions, minimal affect on the chemical kinetics of the original test gas was found especially for the neutral species, with minor changes for ion and electron number densities. The performance of the chosen thermochemistry model in radiance regions corresponding to NO and non-equilibrium atomic oxygen was poor, with improvements also required for the parameters governing translational-vibrational relaxation

    Variations in hypoxia impairs muscle oxygenation and performance during simulated team-sport running

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    Purpose: To quantify the effect of acute hypoxia on muscle oxygenation and power during simulated team-sport running. Methods: Seven individuals performed repeated and single sprint efforts, embedded in a simulated team-sport running protocol, on a non-motorized treadmill in normoxia (sea-level), and acute normobaric hypoxia (simulated altitudes of 2,000 and 3,000 m). Mean and peak power was quantified during all sprints and repeated sprints. Mean total work, heart rate, blood oxygen saturation, and quadriceps muscle deoxyhaemoglobin concentration (assessed via near-infrared spectroscopy) were measured over the entire protocol. A linear mixed model was used to estimate performance and physiological effects across each half of the protocol. Changes were expressed in standardized units for assessment of magnitude. Uncertainty in the changes was expressed as a 90% confidence interval and interpreted via non-clinical magnitude-based inference. Results: Mean total work was reduced at 2,000 m (−10%, 90% confidence limits ±6%) and 3,000 m (−15%, ±5%) compared with sea-level. Mean heart rate was reduced at 3,000 m compared with 2,000 m (−3, ±3 min(−1)) and sea-level (−3, ±3 min(−1)). Blood oxygen saturation was lower at 2,000 m (−8, ±3%) and 3,000 m (−15, ±2%) compared with sea-level. Sprint mean power across the entire protocol was reduced at 3,000 m compared with 2,000 m (−12%, ±3%) and sea-level (−14%, ±4%). In the second half of the protocol, sprint mean power was reduced at 3,000 m compared to 2,000 m (−6%, ±4%). Sprint mean peak power across the entire protocol was lowered at 2,000 m (−10%, ±6%) and 3,000 m (−16%, ±6%) compared with sea-level. During repeated sprints, mean peak power was lower at 2,000 m (−8%, ±7%) and 3,000 m (−8%, ±7%) compared with sea-level. In the second half of the protocol, repeated sprint mean power was reduced at 3,000 m compared to 2,000 m (−7%, ±5%) and sea-level (−9%, ±5%). Quadriceps muscle deoxyhaemoglobin concentration was lowered at 3,000 m compared to 2,000 m (−10, ±12%) and sea-level (−11, ±12%). Conclusions: Simulated team-sport running is impaired at 3,000 m compared to 2,000 m and sea-level, likely due to a higher muscle deoxygenation

    External load differences between elite youth and professional football players:ready for take-off?

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    This study examines differences in weekly load between the first (FT) and the under 19 team (U19) within a professional football setting. Data were collected in 11 FT and 9 U19 players (2016-2017 season). FT data was divided into weeks with (FT-M1) or without (FT-M0) a mid-week match. Indicators were total distance (TD) and TD at 12-15, 15-20, 20-25 and >25 km‧h-1 and were analysed as external load (m), intensity (m‧min-1) and load monotony (a.u.). TD-based load was higher for U19 compared to FT-M0 (very likely moderate) and FT-M1 (likely large). Differences at higher velocities were substantially less (trivial to possibly small), with TD >25 km‧h-1 being lower than FT-M0 (very likely moderate) and FT-M1 (likely small). All intensity indicators were lower for U19 (likely small to almost certainly large). Load monotony was higher compared to FT-M1 (possibly small to almost certainly very large). Compared to FT-M0, monotony was higher for TD (possibly very large) and TD >25 km‧h‑1 (possibly moderate) but lower for TD 12-15 (possibly small) and 15-20 km‧h‑1 (likely moderate). So, despite higher weekly external loads at low velocity for elite youth players, external intensity and load variation increases when these players may transition to professional football. 

    Methodological Considerations When Quantifying High-Intensity Efforts in Team Sport Using Global Positioning System Technology

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    Purpose Sprints and accelerations are popular performance indicators in applied sport. The methods used to define these efforts using athlete tracking technology could affect the number of efforts reported. The study aimed to determine the influence of different techniques and settings for detecting high-intensity efforts using Global Positioning System (GPS) data. Methods Velocity and acceleration data of a professional soccer match was recorded via 10-Hz GPS. Velocity data was filtered using either a median or exponential filter. Acceleration data was derived from velocity data over a 0.2 s time interval (with and without an exponential filter applied) and a 0.3 s time interval. High-speed running (≥4.17 m.s-1), sprint (≥7.00 m.s-1) and acceleration (≥2.78 m.s-2) efforts were then identified using minimum effort durations (0.1 to 0.9 s) to assess differences in the total number of efforts reported. Results Different velocity filtering methods resulted in small to moderate differences (Effect Size; 0.28 - 1.09) in the number of high-speed running and sprint efforts detected when minimum duration was <0.5 s and small to very large differences (ES; -5.69 - 0.26) in the number of accelerations when minimum duration was <0.7 s. There was an exponential decline in the number of all efforts as minimum duration increased, regardless of filtering method, with the largest declines in acceleration efforts. Conclusions Filtering techniques and minimum durations substantially affect the number of high-speed running, sprint and acceleration efforts detected with GPS. Changes to how high-intensity efforts are defined affect reported data. Therefore, consistency in data processing is advised

    Yin and yang, or peas in a pod? Individual-sport versus team-sport athletes and altitude training

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    The question of whether altitude training can enhance subsequent sea-level performance has been well investigated over many decades. However, research on this topic has focused on athletes from individual or endurance sports, with scant number of studies on team-sport athletes. Questions that need to be answered include whether this type of training may enhance team-sport athlete performance, when success in team-sport is often more based on technical and tactical ability rather than physical capacity per se. This review will contrast and compare athletes from two sports representative of endurance (cycling) and team-sports (soccer). Specifically, we draw on the respective competition schedules, physiological capacities, activity profiles and energetics of each sport to compare the similarities between athletes from these sports and discuss the relative merits of altitude training for these athletes. The application of conventional live-high, train-high; live-high, train-low; and intermittent hypoxic training for team-sport athletes in the context of the above will be presented. When the above points are considered, we will conclude that dependent on resources and training objectives, altitude training can be seen as an attractive proposition to enhance the physical performance of team-sport athletes without the need for an obvious increase in training load
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