| Literature DB >> 23378899 |
Abstract
Evidence suggests that an athlete's sports-related perceptual-cognitive expertise is a crucial element of top-level competitive sports1. When directly assessing whether such experience-related abilities correspond to fundamental and non-specific cognitive laboratory measures such as processing speed and attention, studies have shown moderate effects leading to the conclusion that their special abilities are context-specific2. We trained 308 observers on a complex dynamic visual scene task void of context and motor control requirements3 and demonstrate that professionals as a group dramatically differ from high-level amateur athletes, who dramatically differ from non-athlete university students in their capacity to learn such stimuli. This demonstrates that a distinguishing factor explaining the capacities of professional athletes is their ability to learn how to process complex dynamic visual scenes. This gives us an insight as to what is so special about the elite athletes' mental abilities, which allows them to express great prowess in action.Entities:
Year: 2013 PMID: 23378899 PMCID: PMC3560394 DOI: 10.1038/srep01154
Source DB: PubMed Journal: Sci Rep ISSN: 2045-2322 Impact factor: 4.379
Figure 1Geometrical 3D-MOT speed threshold means for 308 individuals on a log scale separated into professional, elite-amateur and non-athlete university students as a function of training sessions.
The y values are arbitrary speed units. Only 14 sessions are shown for the amateurs because the protocol for the Olympic training center athletes was pre-set to terminate at 14 sessions. Error bars represent SEM.
Figure 2Five steps of the 3D-MOT task (a) presentation phase where 8 spheres are shown in a 3D volume space, (b) indexing phase where 4 spheres (targets) change colour (red) and are highlighted (hallo) for 1 second, (c) movement phase where the targets indexed in stage b return to their original form and colour and all spheres move for 8 seconds crisscrossing and bouncing off of each other and the virtual 3D volume cube walls that are not otherwise visible, (d) identification phase where the spheres come to a halt and the observer has to identify the 4 spheres originally indexed in phase (b).
The spheres are individually tagged with a number so the observer can give the number corresponding to the original targets, and (e) feedback phase where the subject is given information on the correct targets.