Liu Sicong, Ritchie Jason, Sáenz-Moncaleano Camilo, Ward Savanna K, Paulsen Cody, Klein Tyler, Gutierrez Oscar, Tenenbaum Gershon
a Department of Educational Psychology and Learning System , College of Education, Florida State University , Tallahassee , FL , USA.
Eur J Sport Sci. 2017 Jun;17(5):603-610. doi: 10.1080/17461391.2017.1301561. Epub 2017 Mar 21.
This study aimed at exploring whether 3D technology enhances tennis decision-making under the conceptual framework of human performance model. A 3 (skill-level: varsity, club, recreational) × 3 (experimental condition: placebo, weak 3D [W3D], strong 3D [S3D]) between-participant design was used. Allocated to experimental conditions by a skill-level stratified randomization, 105 tennis players judged tennis serve direction from video scenarios and rated their perceptions of enjoyment, flow, and presence during task performance. Results showed that varsity players made more accurate decisions than less skilled ones. Additionally, applying 3D technology to typical video displays reduced tennis players' decision-making accuracy, although wearing the 3D glasses led to a placebo effect that shortened the decision-making reaction time. The unexpected negative effect of 3D technology on decision-making was possibly due to participants being more familiar to W3D than to S3D, and relatedly, a suboptimal task-technology match. Future directions for advancing this area of research are offered. Highlights 3D technology augments binocular depth cues to tradition video displays, and thus results in the attainment of more authentic visual representation. This process enhances task fidelity in researching perceptual-cognitive skills in sports. The paper clarified both conceptual and methodological difficulties in testing 3D technology in sports settings. Namely, the nomenclature of video footage (with/without 3D technology) and the possible placebo effect (arising from wearing glasses of 3D technology) merit researchers' attention. Participants varying in level of domain-specific expertise were randomized into viewing conditions using a placebo-controlled design. Measurement consisted of both participants' subjective experience (i.e., presence, flow, and enjoyment) and objective performance (i.e., accuracy and reaction time) in a decision-making task. Findings revealed that wearing glasses of 3D technology resulted in a placebo effect that shortened participants' reaction times in decision-making. Moreover, participants' decision-making accuracy decreased when viewing video scenarios using 3D technology. The findings generated meaningful implications regarding applying 3D technology to sports research.
本研究旨在探讨在人类表现模型的概念框架下,3D技术是否能提升网球决策能力。采用了3(技能水平:大学代表队、俱乐部、业余)×3(实验条件:安慰剂、弱3D [W3D]、强3D [S3D])的组间设计。通过技能水平分层随机化分配到各实验条件下,105名网球运动员从视频场景中判断网球发球方向,并对任务执行过程中的愉悦感、流畅感和临场感进行评分。结果表明,大学代表队球员比技能水平较低的球员做出的决策更准确。此外,将3D技术应用于典型视频显示会降低网球运动员的决策准确性,尽管佩戴3D眼镜会产生安慰剂效应,缩短决策反应时间。3D技术对决策产生意外负面影响的原因可能是参与者对W3D比S3D更熟悉,以及与之相关的任务-技术匹配欠佳。文中给出了推进该研究领域的未来方向。要点3D技术增强了传统视频显示的双目深度线索,从而实现了更真实的视觉呈现。这一过程提高了研究运动中感知-认知技能的任务逼真度。本文阐明了在体育环境中测试3D技术时的概念和方法难题。具体而言,视频素材(有无3D技术)的命名以及(佩戴3D技术眼镜产生的)可能的安慰剂效应值得研究人员关注。不同领域专业水平的参与者采用安慰剂对照设计随机分配到观看条件。测量包括参与者在决策任务中的主观体验(即临场感、流畅感和愉悦感)和客观表现(即准确性和反应时间)。研究结果显示,佩戴3D技术眼镜会产生安慰剂效应,缩短参与者在决策中的反应时间。此外,使用3D技术观看视频场景时,参与者的决策准确性会降低。这些研究结果对将3D技术应用于体育研究具有重要意义。