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散打运动员在三维静态和动态场景中的返回抑制。

The Inhibition of Return of Sanda Athletes in Three Dimensional Static and Dynamic Scenes.

机构信息

School of Psychology, 47838Beijing Sport University, Beijing, China.

KingFar International Inc, Beijing, China.

出版信息

Percept Mot Skills. 2023 Feb;130(1):520-538. doi: 10.1177/00315125221139001. Epub 2022 Nov 10.

DOI:10.1177/00315125221139001
PMID:36356192
Abstract

Sanda is a combat sport in which athletes adopt offensive and defensive techniques for barehanded confrontations. Inhibition of return (IOR) describes a phenomenon in which an individual's response time to a target appearing at a previously cued location is slower than to a target appearing at an un-cued location. Because Sanda requires attention skills and fast response times in dynamic situations, a good understanding of IOR among Sanda athletes is important for enhancing their performance. We recruited 180 research participants for a 3-part study - 90 Sanda athletes (age = 21.56, = 2.68; 52 males, 38 females) and 90 college student controls (age = 21.64, = 2.40; 45 males, 45 females). We used the IOR paradigm with virtual reality technology to explore Sanda athletes' IOR in three experimental conditions: three-dimensional (3-D) static, dynamic, and mixed. There was a robust IOR effect in the 3-D static scenario, with the IOR effect larger among Sanda athletes than controls. There were different IOR spread patterns between Sanda athletes and controls, and the IOR effect was weaker or absent when the objects moved. There was a speed advantage for Sanda athletes once a static object started moving. In conclusion, the Sanda athletes' faster response times and more fine-graded IOR in 3-D environments may benefit their visual search in combat, and the reference of the static location may be critical for the IOR effect.

摘要

散手是一种徒手格斗的运动项目,运动员采用进攻和防守的技术。返回抑制(IOR)描述了一种现象,即个体对先前提示位置出现的目标的反应时间比未提示位置出现的目标的反应时间慢。由于散手需要在动态情况下具备注意力技能和快速反应时间,因此,散手运动员对 IOR 的良好理解对于提高他们的表现非常重要。我们招募了 180 名研究参与者进行了 3 部分的研究 - 90 名散手运动员(年龄=21.56,=2.68;52 名男性,38 名女性)和 90 名大学生对照组(年龄=21.64,=2.40;45 名男性,45 名女性)。我们使用虚拟现实技术的 IOR 范式来探索散手运动员在三种实验条件下的 IOR:三维(3-D)静态、动态和混合。在 3-D 静态场景中存在明显的 IOR 效应,散手运动员的 IOR 效应大于对照组。散手运动员和对照组之间存在不同的 IOR 扩展模式,当物体移动时,IOR 效应减弱或不存在。一旦静态物体开始移动,散手运动员就会获得速度优势。总之,散手运动员在 3-D 环境中更快的反应时间和更精细的 IOR 可能有助于他们在战斗中的视觉搜索,而对静态位置的参考可能对 IOR 效应至关重要。

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