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虚拟现实中的多人追踪:足球特定轨迹的影响及其与注视活动的关系

Multiple Players Tracking in Virtual Reality: Influence of Soccer Specific Trajectories and Relationship With Gaze Activity.

作者信息

Vu Alexandre, Sorel Anthony, Limballe Annabelle, Bideau Benoit, Kulpa Richard

机构信息

Univ Rennes, Inria, M2S - EA 7470, Rennes, France.

出版信息

Front Psychol. 2022 May 20;13:901438. doi: 10.3389/fpsyg.2022.901438. eCollection 2022.

Abstract

The perceptual-cognitive ability to track multiple moving objects and its contribution to team sports performance has traditionally been studied in the laboratory under non-sports specific conditions. It is thus questionable whether the measured visual tracking performance and the underlying gaze activity reflected the actual ability of team sports players to track teammates and opponents on a real field. Using a Virtual Reality-based visual tracking task, the ability of participants to track multiple moving virtual players as they would do on a soccer field was observed to pursue two objectives. (i) See the influence of different scenario types (soccer-specific trajectories versus pseudo-random trajectories) on the visual tracking performance of soccer ( = 15) compared to non-soccer players ( = 16). (ii) Observe the influence of spatial features of the simulated situations on gaze activity between soccer players and non-soccer players. (i) The linear mixed model regression revealed a significant main effect of the group but no interaction effect between group and the type of trajectories, suggesting that the visual tracking ability of soccer players did not benefit from their specific knowledge when they faced scenarios with real game trajectories. (ii) Virtual players' spatial dispersion and crowding affected the participants' gaze activity and their visual tracking performance. Furthermore, the gaze activity of soccer players differed in some aspects from the gaze activity of non-soccer players. Assumptions are formulated as to the implication of these results in the difference in visual tracking performance between soccer players and non-soccer players. Overall, using soccer-specific trajectories might not be enough to replicate the representativeness of the field conditions in the study of visual tracking performance. Multitasking constraints should be considered along with motor-cognitive dual-tasks in future research to develop the representativeness of visual exploration conditions.

摘要

传统上,在实验室非特定运动条件下研究了跟踪多个移动物体的感知认知能力及其对团队运动表现的贡献。因此,所测量的视觉跟踪表现和潜在的注视活动是否反映了团队运动运动员在真实赛场上跟踪队友和对手的实际能力,这是值得怀疑的。使用基于虚拟现实的视觉跟踪任务,观察参与者在足球场上跟踪多个移动虚拟球员的能力,以实现两个目标。(i) 与非足球运动员(n = 16)相比,观察不同场景类型(足球特定轨迹与伪随机轨迹)对足球运动员(n = 15)视觉跟踪表现的影响。(ii) 观察模拟情境的空间特征对足球运动员和非足球运动员注视活动的影响。(i) 线性混合模型回归显示了组的显著主效应,但组与轨迹类型之间没有交互效应,这表明足球运动员在面对具有真实比赛轨迹的场景时,其视觉跟踪能力并未从他们的特定知识中受益。(ii) 虚拟球员的空间分散和拥挤影响了参与者的注视活动及其视觉跟踪表现。此外,足球运动员的注视活动在某些方面与非足球运动员的注视活动有所不同。针对这些结果对足球运动员和非足球运动员视觉跟踪表现差异的影响提出了假设。总体而言,在视觉跟踪表现研究中,使用足球特定轨迹可能不足以复制赛场条件的代表性。未来研究应考虑多任务约束以及运动认知双重任务,以提高视觉探索条件的代表性。

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