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
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- 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.
Reliance upon contextual information can impede visual anticipation
- Müller, Sean, Brenton, John, O’Grady, Mathew
- Authors: Müller, Sean , Brenton, John , O’Grady, Mathew
- Date: 2023
- Type: Text , Journal article
- Relation: European Journal of Sport Science Vol. 23, no. 7 (2023), p. 1324-1333
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- Description: This study investigated whether skilled batsmen in a state cricket pathway could anticipate ball types when congruency of field-placings was manipulated with a bowler’s action. Twenty-four male cricket batsmen were recruited who had played either first-class cricket (n = 6), were part of under 17 (n = 8) or under 19 (n = 10) state cricket squads. Participants completed a video-based temporal occlusion test where they were required to anticipate ball types from a swing bowler. In condition one, contextual field-placing information was presented to be congruent with the delivery type and bowler’s action, whilst in condition two it was incongruent. Results did not reveal skill level differences across conditions for anticipation. In the congruent condition, all skill groups predicted above the chance level at the beginning and end of the bowler’s delivery stride. In the incongruent condition, first-class players predicted above chance at the beginning of the bowler’s delivery stride, and to a higher magnitude above chance compared to other skill groups at ball release. Under 17 and 19 players could not predict above chance at the start of the bowler’s delivery stride with their magnitude of prediction lower than first-class players at ball release. Results indicate skilled batsmen find it challenging to integrate contextual and kinematic information to anticipate. This is likely due to greater emphasis placed upon contextual information in part supplied by data analysts. Findings have theoretical and practical implications respectively for lower body positioning for bat-ball interception and perceptual training to improve pick-up of kinematic cues. HIGHLIGHTS Skilled batsmen in a high-performance state cricket pathway could integrate congruent field-placings and bowler kinematics to anticipate ball types. First-class batsmen could integrate incongruent field-placing information to the start, but not the end, of the bowler’s delivery action to anticipate ball types. Under 17 and 19 batsmen could not integrate incongruent field-placings to bowler kinematics to anticipate ball types. Skilled batsmen who cannot use kinematic information to anticipate ball types should be given visual-perceptual simulation training to accelerate performance. © 2022 European College of Sport Science.
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