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.
A narrative review of the current state of extended reality technology and how it can be utilised in sport
- Le Noury, Peter, Polman, Remco, Maloney, Michael, Gorman, Adam
- Authors: Le Noury, Peter , Polman, Remco , Maloney, Michael , Gorman, Adam
- Date: 2022
- Type: Text , Journal article , Review
- Relation: Sports Medicine Vol. 52, no. 7 (2022), p. 1473-1489
- Full Text:
- Reviewed:
- Description: Extended reality is an umbrella term used to describe three computer-generated technologies including virtual reality, augmented reality and mixed reality. Extended reality is an emerging technology that has been utilised in many high-performance domains including psychology, medicine and the military, with the aim of enhancing perceptual-cognitive skills and motor skills. However, the use of extended reality in sport, particularly at the elite level, has only recently started to receive attention. While the growth of extended reality technology continues to accelerate at a rapid rate, empirical evidence aimed at understanding how these devices can best be applied in high-performance sport has not followed suit. Therefore, the purpose of this review is to provide clarity for high-performance sport organisations, researchers, sport scientists, coaches and athletes about the current state of extended reality technology and how it has been utilised in sport. In doing so, we first define and give examples of the types of extended reality technology including virtual reality, augmented reality and mixed reality that are available at the present time. Second, we detail how skill acquisition principles underpinned by the theoretical framework of ecological dynamics can be used to help inform the design and assessment of extended reality training tools. Third, we describe how extended reality has been utilised in sport, including how extended reality tools have been assessed for their level of representativeness, and the effectiveness of extended reality training interventions for improving perceptual-cognitive skills and motor skills. Finally, we discuss the future utilisation of extended reality in sport, including the key learnings that can be drawn from other domains, future research directions, practical applications and areas for consideration related to the use of extended reality for training skills in sport. © 2022, The Author(s).
- Authors: Le Noury, Peter , Polman, Remco , Maloney, Michael , Gorman, Adam
- Date: 2022
- Type: Text , Journal article , Review
- Relation: Sports Medicine Vol. 52, no. 7 (2022), p. 1473-1489
- Full Text:
- Reviewed:
- Description: Extended reality is an umbrella term used to describe three computer-generated technologies including virtual reality, augmented reality and mixed reality. Extended reality is an emerging technology that has been utilised in many high-performance domains including psychology, medicine and the military, with the aim of enhancing perceptual-cognitive skills and motor skills. However, the use of extended reality in sport, particularly at the elite level, has only recently started to receive attention. While the growth of extended reality technology continues to accelerate at a rapid rate, empirical evidence aimed at understanding how these devices can best be applied in high-performance sport has not followed suit. Therefore, the purpose of this review is to provide clarity for high-performance sport organisations, researchers, sport scientists, coaches and athletes about the current state of extended reality technology and how it has been utilised in sport. In doing so, we first define and give examples of the types of extended reality technology including virtual reality, augmented reality and mixed reality that are available at the present time. Second, we detail how skill acquisition principles underpinned by the theoretical framework of ecological dynamics can be used to help inform the design and assessment of extended reality training tools. Third, we describe how extended reality has been utilised in sport, including how extended reality tools have been assessed for their level of representativeness, and the effectiveness of extended reality training interventions for improving perceptual-cognitive skills and motor skills. Finally, we discuss the future utilisation of extended reality in sport, including the key learnings that can be drawn from other domains, future research directions, practical applications and areas for consideration related to the use of extended reality for training skills in sport. © 2022, The Author(s).
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