Literature DB >> 25461430

Which technology to investigate visual perception in sport: video vs. virtual reality.

Nicolas Vignais1, Richard Kulpa2, Sébastien Brault3, Damien Presse4, Benoit Bideau5.   

Abstract

Visual information uptake is a fundamental element of sports involving interceptive tasks. Several methodologies, like video and methods based on virtual environments, are currently employed to analyze visual perception during sport situations. Both techniques have advantages and drawbacks. The goal of this study is to determine which of these technologies may be preferentially used to analyze visual information uptake during a sport situation. To this aim, we compared a handball goalkeeper's performance using two standardized methodologies: video clip and virtual environment. We examined this performance for two response tasks: an uncoupled task (goalkeepers show where the ball ends) and a coupled task (goalkeepers try to intercept the virtual ball). Variables investigated in this study were percentage of correct zones, percentage of correct responses, radial error and response time. The results showed that handball goalkeepers were more effective, more accurate and started to intercept earlier when facing a virtual handball thrower than when facing the video clip. These findings suggested that the analysis of visual information uptake for handball goalkeepers was better performed by using a 'virtual reality'-based methodology. Technical and methodological aspects of these findings are discussed further.
Copyright © 2014 Elsevier B.V. All rights reserved.

Keywords:  Goalkeeping; Kinematic analysis; Video; Virtual reality; Visual perception

Mesh:

Year:  2014        PMID: 25461430     DOI: 10.1016/j.humov.2014.10.006

Source DB:  PubMed          Journal:  Hum Mov Sci        ISSN: 0167-9457            Impact factor:   2.161


  15 in total

1.  Multiple Players Tracking in Virtual Reality: Influence of Soccer Specific Trajectories and Relationship With Gaze Activity.

Authors:  Alexandre Vu; Anthony Sorel; Annabelle Limballe; Benoit Bideau; Richard Kulpa
Journal:  Front Psychol       Date:  2022-05-20

2.  Systematic literature review and bibliometric analysis on virtual reality and education.

Authors:  Mario A Rojas-Sánchez; Pedro R Palos-Sánchez; José A Folgado-Fernández
Journal:  Educ Inf Technol (Dordr)       Date:  2022-06-27

3.  Human Actions Analysis: Templates Generation, Matching and Visualization Applied to Motion Capture of Highly-Skilled Karate Athletes.

Authors:  Tomasz Hachaj; Marcin Piekarczyk; Marek R Ogiela
Journal:  Sensors (Basel)       Date:  2017-11-10       Impact factor: 3.576

4.  Exploring the Effectiveness of Immersive Video for Training Decision-Making Capability in Elite, Youth Basketball Players.

Authors:  Derek Panchuk; Markus J Klusemann; Stephen M Hadlow
Journal:  Front Psychol       Date:  2018-11-27

5.  The Potential Usefulness of Virtual Reality Systems for Athletes: A Short SWOT Analysis.

Authors:  Peter Düking; Hans-Christer Holmberg; Billy Sperlich
Journal:  Front Physiol       Date:  2018-03-05       Impact factor: 4.566

6.  Information Accrual From the Period Preceding Racket-Ball Contact for Tennis Ground Strokes: Inferences From Stochastic Masking.

Authors:  Sepehr Jalali; Sian E Martin; Tandra Ghose; Richard M Buscombe; Joshua A Solomon; Kielan Yarrow
Journal:  Front Psychol       Date:  2019-08-27

7.  Using Virtual Environments to Improve Real-World Motor Skills in Sports: A Systematic Review.

Authors:  Stefan C Michalski; Ancret Szpak; Tobias Loetscher
Journal:  Front Psychol       Date:  2019-09-20

8.  Peripheral Vision Tests in Sports: Training Effects and Reliability of Peripheral Perception Test.

Authors:  Nils Schumacher; Mike Schmidt; Rüdiger Reer; Klaus-Michael Braumann
Journal:  Int J Environ Res Public Health       Date:  2019-12-09       Impact factor: 3.390

9.  Application of Virtual Reality in Competitive Athletes - A Review.

Authors:  Anna Akbaş; Wojciech Marszałek; Anna Kamieniarz; Jacek Polechoński; Kajetan J Słomka; Grzegorz Juras
Journal:  J Hum Kinet       Date:  2019-10-18       Impact factor: 2.193

10.  Read-the-game: System for skill-based visual exploratory activity assessment with a full body virtual reality soccer simulation.

Authors:  César Daniel Rojas Ferrer; Hidehiko Shishido; Itaru Kitahara; Yoshinari Kameda
Journal:  PLoS One       Date:  2020-03-17       Impact factor: 3.240

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