Attributes of expert anticipation should inform the design of virtual reality simulators to accelerate learning and transfer of skill
- Müller, Sean, Dekker, Evan, Morris-Binelli, Khaya, Piggott, Benjamin, Hoyne, Gerard, Christensen, Wayne, Fadde, Peter, Zaichkowsky, Leonard, Brenton, John, Hambrick, David
- Authors: Müller, Sean , Dekker, Evan , Morris-Binelli, Khaya , Piggott, Benjamin , Hoyne, Gerard , Christensen, Wayne , Fadde, Peter , Zaichkowsky, Leonard , Brenton, John , Hambrick, David
- Date: 2023
- Type: Text , Journal article
- Relation: Sports Medicine Vol. 53, no. 2 (2023), p. 301-309
- Full Text:
- Reviewed:
- Description: Expert sport performers cope with a multitude of visual information to achieve precise skill goals under time stress and pressure. For example, a major league baseball or cricket batter must read opponent variations in actions and ball flight paths to strike the ball in less than a second. Crowded playing schedules and training load restrictions to minimise injury have limited opportunity for field-based practice in sports. As a result, many sports organisations are exploring the use of virtual reality (VR) simulators. Whilst VR synthetic experiences can allow greater control of visual stimuli, immersion to create presence in an environment, and interaction with stimuli, compared to traditional video simulation, the underpinning mechanisms of how experts use visual information for anticipation have not been properly incorporated into its content design. In themes, this opinion article briefly explains the mechanisms underpinning expert visual anticipation, as well as its learning and transfer, with a view that this knowledge can better inform VR simulator content design. In each theme, examples are discussed for improved content design of VR simulators taking into consideration its advantages and limitations relative to video simulation techniques. Whilst sport is used as the exemplar, the points discussed have implications for skill learning in other domains, such as military and law enforcement. It is hoped that our paper will stimulate improved content design of VR simulators for future research and skill enhancement across several domains. © 2022, The Author(s). Correction to: Sports Medicine https://doi.org/10.1007/s40279-022-01735-7, Page 1: The affiliation for Evan Dekker, which previously read: 2Academic Services and Support Directorate, University Drive, Mt. Helen, Ballarat, VIC 3350, Australia has now been updated to read: Academic Services and Support Directorate, Federation University, University Drive, Mt. Helen, Ballarat, VIC 3350, Australia. The original article has been corrected.
- Authors: Müller, Sean , Dekker, Evan , Morris-Binelli, Khaya , Piggott, Benjamin , Hoyne, Gerard , Christensen, Wayne , Fadde, Peter , Zaichkowsky, Leonard , Brenton, John , Hambrick, David
- Date: 2023
- Type: Text , Journal article
- Relation: Sports Medicine Vol. 53, no. 2 (2023), p. 301-309
- Full Text:
- Reviewed:
- Description: Expert sport performers cope with a multitude of visual information to achieve precise skill goals under time stress and pressure. For example, a major league baseball or cricket batter must read opponent variations in actions and ball flight paths to strike the ball in less than a second. Crowded playing schedules and training load restrictions to minimise injury have limited opportunity for field-based practice in sports. As a result, many sports organisations are exploring the use of virtual reality (VR) simulators. Whilst VR synthetic experiences can allow greater control of visual stimuli, immersion to create presence in an environment, and interaction with stimuli, compared to traditional video simulation, the underpinning mechanisms of how experts use visual information for anticipation have not been properly incorporated into its content design. In themes, this opinion article briefly explains the mechanisms underpinning expert visual anticipation, as well as its learning and transfer, with a view that this knowledge can better inform VR simulator content design. In each theme, examples are discussed for improved content design of VR simulators taking into consideration its advantages and limitations relative to video simulation techniques. Whilst sport is used as the exemplar, the points discussed have implications for skill learning in other domains, such as military and law enforcement. It is hoped that our paper will stimulate improved content design of VR simulators for future research and skill enhancement across several domains. © 2022, The Author(s). Correction to: Sports Medicine https://doi.org/10.1007/s40279-022-01735-7, Page 1: The affiliation for Evan Dekker, which previously read: 2Academic Services and Support Directorate, University Drive, Mt. Helen, Ballarat, VIC 3350, Australia has now been updated to read: Academic Services and Support Directorate, Federation University, University Drive, Mt. Helen, Ballarat, VIC 3350, Australia. The original article has been corrected.
The use of an interactive social simulation tool for adults who stutter : a pilot study
- Meredith, Grant, Achterbosch, Leigh, Peck, Blake, Terry, Daniel, Dekker, Evan, Packman, Ann
- Authors: Meredith, Grant , Achterbosch, Leigh , Peck, Blake , Terry, Daniel , Dekker, Evan , Packman, Ann
- Date: 2023
- Type: Text , Journal article
- Relation: European Journal of Investigation in Health, Psychology and Education Vol. 13, no. 1 (2023), p. 187-198
- Full Text:
- Reviewed:
- Description: This study reports a user evaluation of a DVD-based social simulator, developed for people who stutter to potentially gain confidence in using a learned fluency technique. The aim was to examine and evaluate the pilot of the DVD-based social simulator, Scenari-Aid, to inform the development of an online version of the program. Thirty-seven adults who were stuttering were recruited to the study from non-professional groups in Australia. The DVD comprised scenarios with actors in real-life settings that were designed to elicit verbal responses. Participants worked through the scenarios at their own rate and then completed an online survey. The survey comprised 29 statements requiring responses on a 5-point Likert scale and provided information about users’ perceptions of participating in the social simulations. There was high positive agreement among the participants on all statements, the most important being that they perceived the scenarios represented in everyday speaking situations and that they felt immersed in them. Participants also agreed that both their fluency and confidence increased in everyday speaking situations as a result of working through the DVD scenarios. The developers were satisfied that, despite the subjective nature of the findings, the study provided sufficient support for constructing the online version, which is now available to the public free of charge. Further research is needed to provide empirical evidence of the contribution it can make to the efficacy of speech programs for adults who stutter. © 2023 by the authors.
- Authors: Meredith, Grant , Achterbosch, Leigh , Peck, Blake , Terry, Daniel , Dekker, Evan , Packman, Ann
- Date: 2023
- Type: Text , Journal article
- Relation: European Journal of Investigation in Health, Psychology and Education Vol. 13, no. 1 (2023), p. 187-198
- Full Text:
- Reviewed:
- Description: This study reports a user evaluation of a DVD-based social simulator, developed for people who stutter to potentially gain confidence in using a learned fluency technique. The aim was to examine and evaluate the pilot of the DVD-based social simulator, Scenari-Aid, to inform the development of an online version of the program. Thirty-seven adults who were stuttering were recruited to the study from non-professional groups in Australia. The DVD comprised scenarios with actors in real-life settings that were designed to elicit verbal responses. Participants worked through the scenarios at their own rate and then completed an online survey. The survey comprised 29 statements requiring responses on a 5-point Likert scale and provided information about users’ perceptions of participating in the social simulations. There was high positive agreement among the participants on all statements, the most important being that they perceived the scenarios represented in everyday speaking situations and that they felt immersed in them. Participants also agreed that both their fluency and confidence increased in everyday speaking situations as a result of working through the DVD scenarios. The developers were satisfied that, despite the subjective nature of the findings, the study provided sufficient support for constructing the online version, which is now available to the public free of charge. Further research is needed to provide empirical evidence of the contribution it can make to the efficacy of speech programs for adults who stutter. © 2023 by the authors.
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