Panchuk Derek, Klusemann Markus J, Hadlow Stephen M
Movement Science, Australian Institute of Sport, Canberra, ACT, Australia.
Basketball Australia Centre of Excellence, Canberra, ACT, Australia.
Front Psychol. 2018 Nov 27;9:2315. doi: 10.3389/fpsyg.2018.02315. eCollection 2018.
Decision-making is an essential capability for success in team sport athletes. Good decision-making is underpinned by perceptual-cognitive skills that allow athletes to assess the environment and choose the correct choice from a number of alternatives. Previous research has demonstrated that decision-making can be trained "off-line" by exposing athletes to gameplay scenarios and having them make decisions based on the information presented to them. These scenarios are typically presented on television monitors or using life-size projections but recent advances in immersive video capabilities provide opportunities to improve the fidelity of training by presenting a realistic, 360° view of the competition environment. The purpose of this study was to assess the effectiveness of immersive video training and whether training would improve decision-making performance in elite, youth basketball players (male and female). A training group completed 10 or 12 immersive video (360° video presented in a head-mounted display) training sessions in which they viewed and responded to gameplay scenarios across 3-weeks while the control group only participated in their usual training routine. Performance was assessed on an immersive video test and during small-sided games (SSG). The male training group had a large, non-significant improvement on immersive test score (+4.0 points) and in the SSG (+5.8 points) compared to the male control group (+0.3 points and +1.0 points, respectively). While both the female control group (+9.7 points) and training group (7.4 points) had large improvements in the immersive training test, only the female control improved their performance in the SSG (+6.9 points). Despite the mixed findings, there may be benefit for using immersive video for training decision-making skill in team sports. The implications of these findings (e.g., gender of the actors used to create stimuli, variety of scenarios presented) and the limitations of the experiment are discussed.
决策能力是团队运动运动员取得成功的一项基本能力。良好的决策能力以感知认知技能为基础,这些技能使运动员能够评估环境并从多个选项中做出正确选择。先前的研究表明,通过让运动员接触比赛场景并根据呈现给他们的信息做出决策,可以“离线”训练决策能力。这些场景通常在电视监视器上呈现或使用真人大小的投影,但沉浸式视频功能的最新进展提供了通过呈现逼真的360°比赛环境视图来提高训练逼真度的机会。本研究的目的是评估沉浸式视频训练的有效性,以及训练是否会提高精英青年篮球运动员(男女)的决策表现。一个训练组完成了10或12次沉浸式视频(头戴式显示器中呈现的360°视频)训练课程,他们在3周内观看并对比赛场景做出反应,而对照组只参加他们的常规训练。在沉浸式视频测试和小型比赛(SSG)中评估表现。与男性对照组(分别为+0.3分和+1.0分)相比,男性训练组在沉浸式测试分数(+4.0分)和SSG(+5.8分)上有较大但不显著的提高。虽然女性对照组(+9.7分)和训练组(7.4分)在沉浸式训练测试中都有较大提高,但只有女性对照组在SSG中提高了表现(+6.9分)。尽管结果不一,但在团队运动中使用沉浸式视频训练决策技能可能会有好处。讨论了这些发现的影响(例如,用于创建刺激的演员性别、呈现的场景种类)以及实验的局限性。