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We tested the predictions of Attentional Control Theory (ACT) by examining the effect of anxiety on attention control and the subsequent influence on both performance effectiveness and performance efficiency within a perceptual-motor context. A sample (N = 16) of elite shotgun shooters was tested under counterbalanced low (practice) and high (competition) anxiety conditions. A head-mounted, corneal reflection system allowed point of gaze to be calculated in relation to the scene, while motion of the gun was evaluated using markers placed on the barrel which were captured by two stationary cameras and analyzed using optical tracking software. The quiet eye (QE) duration and onset were analyzed along with gun barrel displacement and variability; performance outcome scores (successful vs. unsuccessful) were also recorded. QE (Vickers, 1996) is defined as the final fixation or tracking gaze that is located on a specific location/object in the visual display for a minimum of 100 ms. Longer QE durations have been linked to successful performance in previous research involving aiming tasks. Participants demonstrated shorter quiet eye durations, and less efficient gun motion, along with a decreased performance outcome (fewer successful trials) under high compared with low anxiety conditions. The data support the predictions of ACT with anxiety disrupting control processes such that goal-directed attention was compromised, leading to a significant impairment in performance effectiveness.  相似文献   
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The concept of transfer of learning holds that previous practice or experience in one task or domain will enable successful performance in another related task or domain. In contrast, specificity of learning holds that previous practice or experience in one task or domain does not transfer to other related tasks or domains. The aim of the current study is to examine whether decision-making skill transfers between sports that share similar elements, or whether it is specific to a sport. Participants (n = 205) completed a video-based temporal occlusion decision-making test in which they were required to decide on which action to execute across a series of 4 versus 4 soccer game situations. A sport engagement questionnaire was used to identify 106 soccer players, 43 other invasion sport players and 58 other sport players. Positive transfer of decision-making skill occurred between soccer and other invasion sports, which are related and have similar elements, but not from volleyball, supporting the concept of transfer of learning.  相似文献   
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An occlusion protocol was used to elucidate the respective roles of preprograming and online control during the quiet eye period of golf putting. Twenty-one novice golfers completed golf putts to 6-ft and 11-ft targets under full vision or with vision occluded on initiation of the backswing. Radial error (RE) was higher, and quiet eye was longer, when putting to the 11-ft versus 6-ft target, and in the occluded versus full vision condition. Quiet eye durations, as well as preprograming, online and dwell durations, were longer in low-RE compared to high-RE trials. The preprograming component of quiet eye was significantly longer in the occluded vision condition, whereas the online and dwell components were significantly longer in the full vision condition. These findings demonstrate an increase in preprograming when vision is occluded. However, this was not sufficient to overcome the need for online visual control during the quiet eye period. These findings suggest the quiet eye period is composed of preprograming and online control elements; however, online visual control of action is critical to performance.  相似文献   
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Action observation (AO) and movement imagery (MI) have been reported to share similar neural networks. This study investigated the congruency between AO and MI using the eye gaze metrics, dwell time and fixation number. A simple reach-grasp-place arm movement was observed and, in a second condition, imagined where the movement was presented from the first person perspective (1PP) and the third person perspective (3PP). Dwell time and number of fixations were calculated for whole scene and regions of interest (ROIs). For whole scene, no significant differences were found in the number of fixations for condition (AO, MI) or perspective. Dwell time, however, was significantly longer in AO than MI. For ROIs, the number of fixations was significantly greater in 1PP than 3PP. The data provide support for congruence between motor simulation states but also indicate some functional differences.  相似文献   
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Andrew  Matthew  Causer  Joe 《Cognitive processing》2022,23(3):459-465
Cognitive Processing - The aim of the present study was to examine whether anticipation skill associated with penalty-kick scenarios is sport-specific, or whether it transfers between sports that...  相似文献   
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