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1.
Hum Mov Sci ; 39: 12-26, 2015 Feb.
Article in English | MEDLINE | ID: mdl-25461430

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.


Subject(s)
Sports/physiology , Visual Perception , Adult , Algorithms , Biomechanical Phenomena , Computer Simulation , Humans , Image Processing, Computer-Assisted , Male , Psychomotor Performance/physiology , Reaction Time , Reproducibility of Results , Video Recording , Young Adult
2.
PLoS One ; 7(6): e37494, 2012.
Article in English | MEDLINE | ID: mdl-22701569

ABSTRACT

Although coordinated patterns of body movement can be used to communicate action intention, they can also be used to deceive. Often known as deceptive movements, these unpredictable patterns of body movement can give a competitive advantage to an attacker when trying to outwit a defender. In this particular study, we immersed novice and expert rugby players in an interactive virtual rugby environment to understand how the dynamics of deceptive body movement influence a defending player's decisions about how and when to act. When asked to judge final running direction, expert players who were found to tune into prospective tau-based information specified in the dynamics of 'honest' movement signals (Centre of Mass), performed significantly better than novices who tuned into the dynamics of 'deceptive' movement signals (upper trunk yaw and out-foot placement) (p<.001). These findings were further corroborated in a second experiment where players were able to move as if to intercept or 'tackle' the virtual attacker. An analysis of action responses showed that experts waited significantly longer before initiating movement (p<.001). By waiting longer and picking up more information that would inform about future running direction these experts made significantly fewer errors (p<.05). In this paper we not only present a mathematical model that describes how deception in body-based movement is detected, but we also show how perceptual expertise is manifested in action expertise. We conclude that being able to tune into the 'honest' information specifying true running action intention gives a strong competitive advantage.


Subject(s)
Deception , Football/physiology , Judgment , Models, Theoretical , Motion Perception/physiology , Movement/physiology , Biomechanical Phenomena , Humans , Male , Photic Stimulation , Reaction Time/physiology , Young Adult
3.
Hum Mov Sci ; 30(5): 942-56, 2011 Oct.
Article in English | MEDLINE | ID: mdl-20952081

ABSTRACT

Affordances have recently been proposed as a guiding principle in perception-action research in sport (Fajen, Riley, & Turvey, 2009). In the present study, perception of the 'passability' affordance of a gap between two approaching defenders in rugby is explored. A simplified rugby gap closure scenario was created using immersive, interactive virtual reality technology where 14 novice participants (attacker) judged the passability of the gap between two virtual defenders via a perceptual judgment (button press) task. The scenario was modeled according to tau theory (Lee, 1976) and a psychophysical function was fitted to the response data. Results revealed that a tau-based informational quantity could account for 82% of the variance in the data. Findings suggest that the passability affordance in this case, is defined by this variable and participants were able to use it in order to inform prospective judgments as to passability. These findings contribute to our understanding of affordances and how they may be defined in this particular sporting scenario; however, some limitations regarding methodology, such as decoupling perception and action are also acknowledged.


Subject(s)
Athletic Performance , Football/psychology , Judgment , Motion Perception , Psychomotor Performance , Social Environment , User-Computer Interface , Adolescent , Adult , Anticipation, Psychological , Decision Making , Distance Perception , Humans , Male , Optic Flow , Orientation , Practice, Psychological , Psychophysics , Young Adult
4.
Gait Posture ; 33(2): 303-5, 2011 Feb.
Article in English | MEDLINE | ID: mdl-21087865

ABSTRACT

Older adults, deemed to be at a high risk of falling, are often unable to participate in dynamic exercises due to physical constraints and/or a fear of falling. Using the Nintendo 'Wii Balance Board' (WBB) (Nintendo, Kyoto, Japan), we have developed an interface that allows a user to accurately calculate a participant's centre of pressure (COP) and incorporate it into a virtual environment to create bespoke diagnostic or training programmes that exploit real-time visual feedback of current COP position. This platform allows researchers to design, control and validate tasks that both train and test balance function. This technology provides a safe, adaptable and low-cost balance training/testing solution for older adults, particularly those at high-risk of falling.


Subject(s)
Postural Balance/physiology , User-Computer Interface , Accidental Falls/prevention & control , Aged , Feedback, Sensory , Humans , Video Games
5.
IEEE Comput Graph Appl ; 30(2): 14-21, 2010.
Article in English | MEDLINE | ID: mdl-20650707

ABSTRACT

Improving performance in sports can be difficult because many biomechanical, physiological, and psychological factors come into play during competition. A better understanding of the perception-action loop employed by athletes is necessary. This requires isolating contributing factors to determine their role in player performance. Because of its inherent limitations, video playback doesn't permit such in-depth analysis. Interactive, immersive virtual reality (VR) can overcome these limitations and foster a better understanding of sports performance from a behavioral-neuroscience perspective. Two case studies using VR technology and a sophisticated animation engine demonstrate how to use information from visual displays to inform a player's future course of action.


Subject(s)
Athletic Performance/physiology , Computer Graphics , Image Processing, Computer-Assisted/methods , Sports Medicine , User-Computer Interface , Humans , Movement/physiology , Sports Medicine/instrumentation , Sports Medicine/methods
6.
Hum Mov Sci ; 29(3): 412-25, 2010 Jun.
Article in English | MEDLINE | ID: mdl-20417980

ABSTRACT

Suddenly changing direction requires a whole body reorientation strategy. In sporting duels such as an attacker vs. a defender in rugby, successful body orientation/reorientation strategies are essential for successful performance. The aim of this study is to examine which biomechanical factors, while taking into account biomechanical constraints, are used by an attacker in a 1 vs. 1 duel in rugby. More specifically we wanted to examine how an attacker tries to deceive the defender yet disguise his intentions by comparing effective deceptive movements (DM(+)), ineffective deceptive movements (DM(-)), and non-deceptive movements (NDM). Eight French amateur expert rugby union players were asked to perform DMs and NDMs in a real 1 vs. 1 duel. For each type of movement (DM(+), DM(-), NDM) different relevant orientation/reorientation parameters, medio-lateral displacement of the center of mass (COM), foot, head, upper trunk, and lower trunk yaw; and upper trunk roll were analyzed and compared. Results showed that COM displacement and lower trunk yaw were minimized during DMs while foot displacement along with head and upper trunk yaw were exaggerated during DMs (DM(+) and DM(-)). This would suggest that the player is using exaggerated body-related information to consciously deceive the defender into thinking he will run in a given direction while minimizing other postural control parameters to disguise a sudden change in posture necessary to modify final running direction. Further analysis of the efficacy of deceptive movements showed how the disguise and deceit strategies needed to be carefully balanced to successfully fool the defender.


Subject(s)
Deception , Football , Movement , Anthropometry , Biomechanical Phenomena , Humans , Male , Motion Perception/physiology , Young Adult
7.
J Sports Sci Med ; 8(4): 501-8, 2009.
Article in English | MEDLINE | ID: mdl-24149589

ABSTRACT

The authors investigated how different levels of detail (LODs) of a virtual throwing action can influence a handball goalkeeper's motor response. Goalkeepers attempted to stop a virtual ball emanating from five different graphical LODs of the same virtual throwing action. The five levels of detail were: a textured reference level (L0), a non-textured level (L1), a wire-frame level (L2), a point-light-display (PLD) representation (L3) and a PLD level with reduced ball size (L4). For each motor response made by the goalkeeper we measured and analyzed the time to respond (TTR), the percentage of successful motor responses, the distance between the ball and the closest limb (when the stopping motion was incorrect) and the kinematics of the motion. Results showed that TTR, percentage of successful motor responses and distance with the closest limb were not significantly different for any of the five different graphical LODs. However the kinematics of the motion revealed that the trajectory of the stopping limb was significantly different when comparing the L1 and L3 levels, and when comparing the L1 and L4 levels. These differences in the control of the goalkeeper's actions suggests that the different level of information available in the PLD representations (L3 and L4) are causing the goalkeeper to adopt different motor strategies to control the approach of their limb to stop the ball. Key pointsVirtual reality technology can be used to analyze sport performance because it enables standardization and reproduction of sport situations.Defining a minimal graphical level of detail of a virtual action could decrease the real time calculation of a virtual reality system.A Point Light Display graphical representation of a virtual throwing motion seems to influence the regulation of action of real handball goalkeepers.

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