| Literature DB >> 35308077 |
Annabelle Limballe1, Richard Kulpa1, Simon Bennett2.
Abstract
Dynamic, interactive sports require athletes to identify, pick-up and process relevant information in a very limited time, in order to then make an appropriate response. Perceptual-cognitive skills are, therefore, a key determinant of elite sporting performance. Recently, sport scientists have investigated ways to assess and train perceptual-cognitive skills, with one such method involving the use of blurred stimuli. Here, we describe the two main methods used to generate blur (i.e., dioptric and Gaussian) and then review the current findings in a sports context. Overall, it has been shown the use of blur can enhance performance and learning of sporting tasks in novice participants, especially when the blur is applied to peripheral stimuli. However, while intermediate and expert level participants are relatively impervious to the presence of blur, it remains to be determined if they are positive effects on learning. In a final section, we describe some of the methodological issues that limit the application of blur and then discuss the potential use of virtual reality to extend the current research base in sporting contexts.Entities:
Keywords: blur; perception; perceptual-cognitive skills; sport; training
Year: 2022 PMID: 35308077 PMCID: PMC8926072 DOI: 10.3389/fpsyg.2021.752582
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1Illustration from Strasburger et al. (2018) of the effect of blur on Sloan letters. Top row: original, unblurred letters, together with point-spreadfunction profiles (right) for the lower rows. FWHMs of the three PSFs are equal. Note that PSF amplitudes are necessarily different since their volume needs to be normalized to unity (light is neither added nor lost). Second row: letters with dioptric blur simulated by using a disk with a diameter equal to the letter height as blur kernel. The effect of spurious resolution is so strong that the blurred letters look quite unlike their original. Third row: PSF with exponential drop-off (analogous to a first-order low-pass filter). Energy is spread over a wide spatial range, such that amplitude is rather low. Bottom row: letters with simulated Gaussian blur. For display, blurred images were increased in contrast to enhance the visibility of structures. Isolumes for all three patterns represent luminance steps of 7 percentage points (white 1/4 100%). The gray scale representation of the PSF in the right column uses a different scale than the blurred images (Strasburger et al., 2018) (CC BY 4.0).
Figure 2Illustration of Mann et al. (2010a)'s experiment: simulation of the four refractive blur conditions experienced by the participants. Reprinted from Mann et al. (2010a). Copyright 2010, with permission from Elsevier.
Figure 3Screenshots of the 19 different viewing condition studied by Ryu et al. (2015): (a) full-clear, (b–e) moving window (clear/blur) conditions (low, moderate, high, and opaque, respectively), (f–i) moving mask (blur/clear) conditions (low, moderate, high, and opaque, respectively), (j–l) moving window (blur/opaque) conditions (low, moderate, and high, respectively), (m–o) moving mask (opaque/blur) conditions (low, moderate, and high, respectively); (p–s) central + peripheral blurred conditions (low, moderate, high, and opaque, respectively). The information in brackets (e.g., clear/blur) refers to the respective quality of the visual information in the central and peripheral sectors of the visual field. Reprinted from “The contributions of central and peripheral vision to expertise in basketball: how blur helps to provide a clearer picture” by Ryu et al. (2015). Copyright © 2015 by American Psychological Association. Reproduced with permission from Ryu et al. (2015).
Figure 4Illustration of Ryu et al. (2016)'s experiment: static screenshot of the (a) full-vision, (b) moving-window, and (c) moving-mask viewing scenarios. (CC-BY).