Amsterdam Movement Sciences and Institute for Brain and Behavior Amsterdam, Vrije Universiteit Amsterdam, Van der Boechorststraat 7, 1081BT Amsterdam, Netherlands; Royal Dutch Football Association (KNVB), Woudenbergseweg 56, 3707HX Zeist, Netherlands.
Amsterdam Movement Sciences and Institute for Brain and Behavior Amsterdam, Vrije Universiteit Amsterdam, Van der Boechorststraat 7, 1081BT Amsterdam, Netherlands.
Hum Mov Sci. 2023 Jun;89:103091. doi: 10.1016/j.humov.2023.103091. Epub 2023 Apr 19.
Visual experience plays an important role in facilitating referee decision-making. Video training can be used to train these perceptual-cognitive skills in discrete scenarios, for instance in foul situations in football, but is less suitable in other instances such as when seeking to make decisions in open-play scenarios due to a lack of representativeness. Recent technological advances enable the use of virtual reality (VR) to replicate game situations in a controlled and realistic manner. It is however not yet known how representative behaviour in VR would be of behaviour on-field in the natural environment. The aim of the study was therefore to examine the degree to which visual behaviour of football referees in virtual reality would reflect behaviour found when adjudicating matches on-field. Sub-elite football referees completed decision-making tasks in three experimental conditions: on-field (in a real match), in virtual reality and when observing video footage. Across the three environments we compared decision-making performance, visual behaviour (including search rate, fixation duration, and head movements) and the user experience of the referees. Results revealed that behaviour in the VR environment was indistinguishable from that on-field. In contrast, visual-motor behaviour when observing video footage was markedly different to that found on-field (and in VR). The results show that visual-motor behaviour in VR is representative of that found on-field and therefore suggests that VR offers promise as a representative training environment for sports officials to improve on-field performance in the natural environment.
视觉体验在促进裁判决策方面起着重要作用。视频训练可用于在离散场景中训练这些感知认知技能,例如在足球中的犯规情况,但在其他情况下,例如在寻求做出开放比赛场景的决策时,由于代表性不足,这种方法不太适用。最近的技术进步使我们能够使用虚拟现实(VR)以可控和真实的方式复制比赛情况。然而,目前尚不清楚 VR 中的代表性行为在自然环境中的场上行为中会有多么准确。因此,这项研究的目的是检验足球裁判在虚拟现实中的视觉行为在多大程度上反映了在场上判罚比赛时的行为。次精英足球裁判在三种实验条件下完成决策任务:场上(在真实比赛中)、虚拟现实中和观看视频片段时。在这三个环境中,我们比较了裁判在决策表现、视觉行为(包括搜索率、注视持续时间和头部运动)和裁判的用户体验方面的表现。结果表明,VR 环境中的行为与场上的行为无法区分。相比之下,观察视频片段时的视觉-运动行为与场上的行为(以及 VR 中的行为)明显不同。结果表明,VR 中的视觉-运动行为具有代表性,因此表明 VR 为体育官员提供了一种有前途的代表性训练环境,可以提高他们在自然环境中的场上表现。