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1.
The use of virtual reality as a training mechanism continues to gain popularity as equipment becomes more readily available. It is important to not only understand the relationship between virtual reality training and motor learning, but to understand the extent to which practice manipulations enhance performance in virtual reality. One common practice manipulation is adopting an external focus of attention, which has been shown to facilitate motor learning in a variety tasks. The purposes of the present study were to investigate the effectiveness of an external focus of attention and the effects of target occlusion times in virtual reality. Fifty-six participants performed a single-leg long jump during baseline, training, and retention and were randomly assigned to either an external or control group. During baseline and retention, all participants performed the task in both a virtual reality (VR) and real world (RW) environments. Training was all done in VR where participants were provided an external focus cue or no cue. Results revealed that individuals jumped significantly further in RW than VR in both baseline and retention (p < .001). During training, the external group jumped significantly further than control (p < .05). These results suggest that the adoption of an external focus improves performance during training. However, we did not see a benefit of an external focus in retention. These findings should be taken into consideration when using virtual reality as a training tool when performance must be transferred to a real world environment.  相似文献   

2.
The training of individuals to perform dangerous tasks confronts theorists and practitioners with a critical issue: To what extent should individuals be exposed during training to stressors that characterize the conditions under which the task will eventually be performed? The present study evaluated two variables that might help resolve this dilemma. The first, a personality variable, consists of a person's generalized expectation that he or she will not be physically hurt while exposed to danger. The other, which is more sitution-specific, consists of the feeling of success or failure that the trainee experiences at the conclusion of training under physically dangerous conditions. The quality of soldiers' performance and the intensity of experienced stress were tested in a combat simulation. Individuals who tend to assign a low probability to their being physically injured in dangerous situations were found to benefit more from dangerous than from non-dangerous training. The opposite was found for individuals who assign a high probability to their being injured in dangerous situations. Moreover, exposure to serious physical threats during training yielded better training results than training that did not involve such threats only when the subjects concluded their training with a feeling of success. The subjective feelings of success or failure had no effect, however, under training conditions that did not expose trainees to danger. Theoretical and practical implications of these findings are discussed.  相似文献   

3.
Neuropsychological testing aims to measure individuals' cognitive abilities (e.g. memory, attention), analysing their performance on specific behavioural tasks. Most neuropsychological tests are administered in the so-called ‘paper-and-pencil’ modality or via computerised protocols. The adequacy of these procedures has been recently questioned, with more specific concerns about their ecological validity, i.e. the relation between test scores observed in the laboratory setting and the actual everyday cognitive functioning. In developing more ecological tasks, researchers started to implement virtual reality (VR) technology as an administration technique focused on exposing individuals to simulated but realistic stimuli and environments, maintaining at the same time a controlled laboratory setting and collecting advanced measures of cognitive functioning. This systematic review aims to present how VR procedures for neuropsychological testing have been implemented in the last years. We initially explain the rationale for supporting VR as an advanced assessment tool, but we also discuss the challenges and risks that can limit the widespread implementation of this technology. Then, we systematised the large body of studies adopting VR for neuropsychological testing, describing the VR tools' distribution amongst different cognitive functions through a PRISMA-guided systematic review. The systematic review highlighted that only very few instruments are ready for clinical use, reporting psychometric proprieties (e.g. validity) and providing normative data. Most of the tools still need to be standardised on large cohorts of participants, having published only limited data on small samples up to now. Finally, we discussed the possible future directions of the VR neuropsychological test development linked to technological advances.  相似文献   

4.
Virtual environments for motor rehabilitation: review.   总被引:5,自引:0,他引:5  
Maureen K Holden 《Cyberpsychology & behavior》2005,8(3):187-211; discussion 212-9
In this paper, the current "state of the art" for virtual reality (VR) applications in the field of motor rehabilitation is reviewed. The paper begins with a brief overview of available equipment options. Next, a discussion of the scientific rationale for use of VR in motor rehabilitation is provided. Finally, the major portion of the paper describes the various VR systems that have been developed for use with patients, and the results of clinical studies reported to date in the literature. Areas covered include stroke rehabilitation (upper and lower extremity training, spatial and perceptual-motor training), acquired brain injury, Parkinson's disease, orthopedic rehabilitation, balance training, wheelchair mobility and functional activities of daily living training, and the newly developing field of telerehabilitation. Four major findings emerge from these studies: (1) people with disabilities appear capable of motor learning within virtual environments; (2) movements learned by people with disabilities in VR transfer to real world equivalent motor tasks in most cases, and in some cases even generalize to other untrained tasks; (3) in the few studies (n = 5) that have compared motor learning in real versus virtual environments, some advantage for VR training has been found in all cases; and (4) no occurrences of cybersickness in impaired populations have been reported to date in experiments where VR has been used to train motor abilities.  相似文献   

5.
The authors investigated the role of errors in motor skills teaching, specifically the influence of errors on skills self-efficacy and achievement. The participants were 75 undergraduate students enrolled in pétanque courses. The experimental group (guided error-based learning, n = 37) received a 6-week period of instruction based on the students' errors, whereas the control group (correct motion instruction, n = 38) received a 6-week period of instruction emphasizing correct motor skills. The experimental group had significantly higher scores in motor skills self-efficacy and outcomes than did the control group. Novices' errors reflect their schema in motor skills learning, which provides a basis for instructors to implement student-centered instruction and to facilitate the learning process. Guided error-based learning can effectively enhance beginners' skills self-efficacy and achievement in precision sports such as pétanque.  相似文献   

6.
7.
Visual experience plays an important role in facilitating referee decision-making. Video training can be used to train these perceptual-cognitive skills in discrete scenarios, for instance in foul situations in football, but is less suitable in other instances such as when seeking to make decisions in open-play scenarios due to a lack of representativeness. Recent technological advances enable the use of virtual reality (VR) to replicate game situations in a controlled and realistic manner. It is however not yet known how representative behaviour in VR would be of behaviour on-field in the natural environment. The aim of the study was therefore to examine the degree to which visual behaviour of football referees in virtual reality would reflect behaviour found when adjudicating matches on-field. Sub-elite football referees completed decision-making tasks in three experimental conditions: on-field (in a real match), in virtual reality and when observing video footage. Across the three environments we compared decision-making performance, visual behaviour (including search rate, fixation duration, and head movements) and the user experience of the referees. Results revealed that behaviour in the VR environment was indistinguishable from that on-field. In contrast, visual-motor behaviour when observing video footage was markedly different to that found on-field (and in VR). The results show that visual-motor behaviour in VR is representative of that found on-field and therefore suggests that VR offers promise as a representative training environment for sports officials to improve on-field performance in the natural environment.  相似文献   

8.
This study examined gross motor performance of 101 typically developing children between 3 and 5 years of age (48 boys, 53 girls, M age = 3.9 yr., SD = 0.5). All children performed 7 different gross motor tasks which were rated on a 5-point scale. Age and sex were assessed by an ordinal-logistic model, and odds ratios were calculated for each task using age and sex as covariates. For standing on one leg, walking on a beam, hopping on one leg, running, and taking stairs, statistically significant age differences were found, while for rising and jumping down, none were apparent. Mean motor performance did not differ between boys and girls on the tasks. The older the children were, the better they performed on the tasks.  相似文献   

9.
Several studies show that playing a dangerous sport has a direct influence on the emotional state of athletes. Engaging in such behaviour would not only reduce negative affect but also produce a positive affect that does not equate only relief but an “extraordinary experienced”. Notwithstanding the unique qualities of these sports, it is likely that some subclinical individual characteristics such as sensation seeking, emotional–behavioural deregulation can promote a self-reinforcement of these practices or even facilitated the installation of an addictive tendency. Risk and intense sensation are also at the heart of dangerous games. Four points seem to motivate these practices: risk-taking, intensity, loss of consciousness, and the “wake survival”. In addition, practitioners are characterized by a more severe depressive symptomatology than non-practitioners. Some of these depressive elements are probably anterior to the game, but it is also possible that others are the consequence; this has the effect of strengthening the emotional–behavioural addiction. Through these extreme sports and games of non-oxygenation, the level of danger appears to be a real source of excitement. Playing with death is going to give inner magnitude to the experience. Without the sense of risk, the practice of the activity would not make sense. Psychological functioning of these sports and these “players” is based on the need to be stimulated, to be excited by the risk or even the fear in order to be appeased. Also, treat the danger, but also and mainly deal with emotions. The danger as a means of activation may fill in a toxic function of emotional and behavioural self-regulation including a risk that this excitation will self-sustained. Indeed, some of these athletes and these “players” increase their practice and push the safety threshold by adopting behaviours more and more risky in order to experiment higher sensations. When some semiological clues characterize the practice of risky activities like the repetition of a dangerous situation, loss of control, the invasion of the psychic life, time spent at the expense of social, family and school activities… they may reflect a real addiction to danger. It therefore becomes necessary for the clinician and the researcher to identify all these prodromal symptoms and signs of addiction. Criteria for the diagnosis of Addictive Disorder to Danger are proposed and discussed.  相似文献   

10.
A better understanding of how users perform virtual reality (VR) tasks may help build better VR interfaces. In this study, we concentrated on the compensatory behavior in VR depending on the tasks and users' characteristics. The tasks characteristics considered were display size (large display vs. desktop monitor) and tasks types (manipulation and travel). The users' characteristics studied were the visual attention abilities and users' satisfaction. Ninety-five subjects participated in the experimentation composed of two parts: the first one consisted in cognitive tests used to evaluate visual attention abilities, and the second one was based on a set of VR tasks. Our result showed that large displays positively affect on performance for some kinds of VR tasks. Moreover, this impact was linked to users' satisfaction and visual attention abilities. Indeed, users with low-level attention abilities and users who preferred the large display took more advantage of large displays. We concluded that large displays can be considered cognitive aids depending on the tasks and users' characteristics.  相似文献   

11.
Visual-spatial ability has been identified as one of the primary factors of intelligence. Numerous tests, including paper-and-pencil tasks and laboratory experiments, have attempted to provide an accurate measure of this ability. However, the majority of these tests serve only as surrogate measures of visual-spatial ability and may not provide a precise prediction of the individuals' performance in a real environment. We propose a new approach for evaluating spatial ability. In this article, we introduce the use of virtual reality (VR) or virtual environments (VEs) as a new method to measure human spatial orientation. We then discuss the advantages of using VR or VE over traditional measures. We also comment on their limitations and their future direction.  相似文献   

12.
Abnormal balance in individuals suffering from traumatic brain injury (TBI) has been documented in numerous recent studies. However, specific mechanisms causing balance deficits have not been systematically examined. This paper demonstrated the destabilizing effect of visual field motion, induced by virtual reality graphics in concussed individuals but not in normal controls. Fifty five student-athletes at risk for concussion participated in this study prior to injury and 10 of these subjects who suffered MTBI were tested again on day 3, day 10, and day 30 after the incident. Postural responses to visual field motion were recorded using a virtual reality (VR) environment in conjunction with balance (AMTI force plate) and motion tracking (Flock of Birds) technologies. Two experimental conditions were introduced where subjects passively viewed VR scenes or actively manipulated the visual field motion. Long-lasting destabilizing effects of visual field motion were revealed, although subjects were asymptomatic when standard balance tests were introduced. The findings demonstrate that advanced VR technology may detect residual symptoms of concussion at least 30 days post-injury.  相似文献   

13.
The main purpose of this study was to identify whether a lot of sports training had any effect on the balance control associated with a leg movement. The nature of the training experience was also an important concern and we chose subject who had undergone specific training experience in absence of equilibrium constraints. To this end a comparison between control (untrained) subjects, triathletes and swimmers was designed to establish whether a general training in sports (triathletes) or a specific loadless training (swimmers), leads to differences in the balance control. A leg movement is preceded by a shift of the center of mass (CM) towards the supporting side to maintain equilibrium and forward to create the condition for progression. To provide an acceleration of the CM sideward and forward, an initial displacement of the center of pressure (CP) towards the moving limb and in posterior direction was performed. Interestingly, the lateral pressure onto the ground was greater increased in swimmers in both leg raising and obstacle avoidance tasks compared to the control group and/or triathletes whereas the backward CP shift in all group was the same. The initial control of the CM shift is very different in swimmers compared to triathletes and controls. The increased lateral pressure onto the ground in swimmers may be a result of a prolonged training in water. This suggests that prolonged training in the absence of equilibrium constraints has more of an effect on balance control than a prolonged general training. In addition, the lack of differences in the backward CP shift suggests that M/L and A/P controls support two functional goals: equilibrium maintenance and movement initiation.  相似文献   

14.
Previous research in bystander intervention found that the presence of other bystanders reduces helping behaviour in an emergency (bystander effect). This research was mainly conducted in the context of non‐dangerous, non‐violent emergencies. We hypothesize that the classic bystander effect does not occur in more dangerous situations because: a) they are faster and more clearly recognized as emergency situations; and b) higher costs for refusing help increase the accepted costs for helping. Following this line of reasoning, the present research tests whether the bystander effect is affected by the degree of the emergency's potential danger. Results supported our expectations: In situations with low potential danger, more help was given in the solitary condition than in the bystander condition. However, in situations with high potential danger, participants confronted with an emergency alone or in the presence of another bystander were similarly likely to help the victim. Copyright © 2005 John Wiley & Sons, Ltd.  相似文献   

15.
If confrontation with danger is related to fear, and fear is considered to be the motivation for avoidance behavior, the question remains why certain people seek confrontations with danger. The present study, part of a larger one, is concerned with confrontation with actual danger, as in dangerous sports or voluntarily chosen dangerous professions. It reports the results of interviews with six stunt men. These results partly support the hypothesis of Zuckerman on sensation-seeking personality features: The subjects appear to be eager for varied experience and relatively unconcerned with negative consequences of their actions. The ability to stand the strains and to concentrate under riskful conditions shows up as a further important characteristic of stunt men. The major reward that constitutes the motivation for engaging in the stunting profession appears to consist of being able to meet the challenges involved, with increased self-esteem, receiving acclaim, and monetary profit as secondary rewards. Ability and motivation thus are inextricably intertwined.With acknowledgment to Prof. Nico Frijda, without whose support this article would not have been written and would not have acquired its present form.  相似文献   

16.
Research has shown that performance in highly visually demanding sports can be resilient to substantial levels of blur. This raises the question whether the need for high visual clarity might be reduced even more in less visually demanding sports such as combat sports, where athletes compete at relatively close distances. The aim of this study was to examine the resilience to blur in the grip fighting phase of judo as an exemplar of a visually guided combat sports task. The results were particularly relevant for the purposes of Paralympic judo for athletes with vision impairment (VI judo), because athletes are currently allowed to compete with a visual acuity (VA) of 1.0 logMAR or worse (i.e., 6/60 or 20/200 vision), suggesting this is the presumed level of impairment that decreases performance in able-sighted judo. We let 28 able-sighted judo athletes compete in pairs in a series of grip fighting tasks under increasing levels of simulated vision impairment. Visual function was tested in each condition by measuring VA and contrast sensitivity (CS). We found that VA was a better predictor than CS of grip fighting performance. VA needed to be reduced to at least 1.3 logMAR before a decrease in performance was found, with approximately twice as much blur needed to be applied when compared to visually demanding tasks such as cricket batting, but less than what has been found in static tasks such as basketball free-throw shooting and golf putting. These findings hold implications for VI judo regulations, suggesting that a more severe degree of impairment should be required to participate than is currently the case.  相似文献   

17.
The performance of seven expert, seven intermediate, and 15 novice snooker players was compared on a range of general visual tests and sport-specific perceptual and cognitive tests in an attempt to determine the locus of the expert advantage. No significant expert-novice differences were apparent on standard optometric tests of acuity, ocular muscle balance, colour vision, and depth perception, nor on the relative frequency of unilateral and cros-lateral eye-hand dominances. Experts, however, were found to be superior in their ability to both recall and recognize rapidly-presented slides depicting normal game situations, but were no better than novices in recalling information from slides in which the balls were arranged randomly on the table. The expert group's superiority on the perceptual recall and recognition tasks was consistent with a deeper level of encoding for structured (meaningful) material. Experts were also shown, through the use of thinking-aloud and evaluation paradigms, to use a greater depth of forward planning in choosing appropriate shot options and to evaluate existing situations with greater accuracy, discriminability, and prospective planing than did novices. The cognitive advantage is shown to be a potential contributor but not a total explanation of the superior performance of the experts on the perceptual tasks. The findings of this study are consistent with existing works on expertise in board games and ‘open’ skill sports in indicating that the expert's advantage is not a general but a specific one, arising not from physical capacities but from acquired processing strategies.  相似文献   

18.
Attentional control is a crucial cognitive ability for sports performance. The current research aimed to investigate whether a brief (20-min) pre-competition mindfulness meditation (MM) intervention enhances athletes' attentional control during competitions and alters the activity of brain regions related to attentional control. We created a virtual reality shooting competition to compare the eye-gaze indicators and functional near-infrared spectroscopy (fNIRS) parameters of 78 university athletes after 20 min of MM or 20 min of mind wandering (MW). Participants’ average fixation durations (AFDs) on task-relevant information (targets) were significantly longer in the MM group. In contrast, both average fixation counts (AFCs) and AFDs on task-irrelevant information (the ranking screen) were significantly lower in the MM group than in the MW group. Additionally, the MM group exhibited significantly stronger activation of the left and right dorsolateral prefrontal cortex (dlPFC) as well as higher levels of oxygenated haemoglobin [HbO] and greater functional connectivity (FC) of the right dlPFC, which was considered evidence of recruitment for attentional control. Moreover, the MM group achieved significantly better shooting performance than the MW group. Overall, the findings suggest that one session 20-min MM practice pre-competition facilitates focus during competition and improves athletic performance. We recommend the application of brief mindfulness practice in sports, especially in closed-skill sports that require high attention participation (e.g., shooting, archery, darts, golf, gymnastics, skating etc.).  相似文献   

19.
Virtual reality (VR) technology is increasingly used in spatial cognition research, as it offers high experimental control and interactivity in naturalistic multi-modal environments, something that is difficult to achieve in real-world settings. Even in the most sophisticated and costly VR systems, people do not necessarily perceive and behave as they would in the real world. This might be related to our inability to use embodied (and thus often highly automated and effective) spatial orientation processes in VR. While real-world locomotion affords automatic and obligatory spatial updating of our self-to-surrounding relationships, such that we easily remain oriented during simple perspective changes, the same is not necessarily true in VR. This can lead to striking systematic and qualitative errors such as failures to update rotations ("Nonturner" behavior). Here, we investigated whether rich naturalistic visual stimuli in immersive VR might be sufficient to compensate for the lack of physical motion. To this end, 24 participants performed point-to-origin tasks after visually simulated excursions along streets of varying curvature in a naturalistic virtual city. Most (21/24) participants properly updated simulated self-motions and showed only moderate regression toward mean pointing responses. 3/24 participants, however, exhibited striking "Nonturner" behavior in that they pointed as if they did not update the visually simulated turns and their heading had not changed. This suggests that our immersive naturalistic VR stimuli were an improvement over prior optic flow stimuli, but still insufficient in eliciting obligatory spatial updating that supported correct point-to-origin responses in all participants.  相似文献   

20.
ObjectivesGiven the prevalence of misperception and failed perception, particularly in attention-demanding team sports, surprisingly few studies have explored whether experts in team sports differ from other athletes and from non-athletes in their basic attention abilities.MethodIn this study, we examined group differences between experts in team handball (n = 40), athletes from non-team sports (n = 40), and novice athletes (n = 40) using a battery of three attention tasks: a functional field of view task, a multiple-object tracking task, and an inattentional blindness task.ResultsPerformance on the three attention tasks was largely independent, with no significant correlations among the tasks. Team sports experts showed no better performance on the basic attention tasks than did athletes from non-teams sports or novice athletes.ConclusionsThe finding that all basic attention tasks are largely independent provides preliminary support for the idea that attentional breadth, tracking performance, and inattentional blindness are distinct attentional processes. Our results demonstrate that sports expertise effects are unrelated to basic differences in attention—expertise does not appear to produce differences in basic attention and basic differences in attention do not appear to predict eventual expertise. Further experiments could focus on the ways in which more specific attentional strategies and processes contribute to sports performance.  相似文献   

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