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使用动画虚拟现实和360度虚拟现实评估和训练团队运动决策:一项范围综述

Animated VR and 360-degree VR to assess and train team sports decision-making: a scoping review.

作者信息

Jia Yaxiang, Zhou Xuan, Yang Jing, Fu Quan

机构信息

Capital University of Physical Education and Sports, Beijing, China.

出版信息

Front Psychol. 2024 Jul 15;15:1410132. doi: 10.3389/fpsyg.2024.1410132. eCollection 2024.

DOI:10.3389/fpsyg.2024.1410132
PMID:39077210
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11284098/
Abstract

INTRODUCTION

In team sports, athletes' ability to make quick decisions plays a crucial role. Decision-making proficiency relies on the intricate balance of athletes' perceptual and cognitive abilities, enabling them to assess the competitive environment swiftly and select the most appropriate actions from various options. Virtual reality (VR) technology is emerging as a valuable tool for evaluating and refining athletes' decision-making skills. This study systematically examined the integration of VR technology into decision-making processes in team sports, aiming to identify more effective methods for presenting and interacting with virtual decision-making systems, thus enhancing the evaluation and refinement of athletes' decision making abilities.

METHODS

Following the preferred reporting items for systematic reviews and meta-analyses (PRISMA) guidelines, a thorough search of respected research databases, including Web of Science, PubMed, SPORTDiscus, ScienceDirect, PsycINFO, and IEEE, was conducted using carefully selected keywords.

RESULTS

Twenty research papers meeting predefined inclusion criteria were included after careful evaluation. These papers were systematically analyzed to delineate the attributes of virtual decision-making task environments, the interactive dynamics inherent in motor decision-making tasks, and the significant findings.

DISCUSSION

This review indicate that (1) the effectiveness of VR technology in assessing and improving athletes' decision-making skills in team sports; (2) the construction of virtual environments using the Head-Mounted Display (HMD) system, characterized by enhanced ease and efficiency; (3) the potential for future investigations to explore computer simulations to create more expansive virtual motion scenarios, thus efficiently generating substantial task scenario material, diverging from the constraints posed by 360-degree panoramic videos; and (4) the integration of motion capture technology for identifying and monitoring athletes' decision-making behaviors, which not only enhances ecological validity but also augments the transfer validity of virtual sports decision-making systems. Future research endeavors could explore integrating eye-tracking technology with virtual reality to gain insights into the intrinsic cognitive-action associations exhibited by athletes.

摘要

引言

在团队运动中,运动员快速做出决策的能力起着至关重要的作用。决策能力取决于运动员感知和认知能力的复杂平衡,使他们能够迅速评估竞争环境,并从各种选项中选择最合适的行动。虚拟现实(VR)技术正成为评估和提升运动员决策技能的宝贵工具。本研究系统地考察了VR技术在团队运动决策过程中的整合,旨在确定更有效的方法来呈现虚拟决策系统并与之交互,从而加强对运动员决策能力的评估和提升。

方法

按照系统评价和荟萃分析的首选报告项目(PRISMA)指南,使用精心挑选的关键词,对包括科学网、PubMed、SPORTDiscus、ScienceDirect、PsycINFO和IEEE在内的知名研究数据库进行了全面搜索。

结果

经过仔细评估,纳入了20篇符合预定义纳入标准的研究论文。对这些论文进行了系统分析,以描绘虚拟决策任务环境的属性、运动决策任务中固有的交互动态以及重要发现。

讨论

本综述表明:(1)VR技术在评估和提高团队运动中运动员决策技能方面的有效性;(2)使用头戴式显示器(HMD)系统构建虚拟环境,具有更高的便捷性和效率;(3)未来研究有潜力探索计算机模拟,以创建更广阔的虚拟运动场景,从而高效生成大量任务场景素材,突破360度全景视频的限制;(4)整合运动捕捉技术以识别和监测运动员的决策行为,这不仅提高了生态效度,还增强了虚拟运动决策系统的迁移效度。未来的研究可以探索将眼动追踪技术与虚拟现实相结合,以深入了解运动员表现出的内在认知 - 行动关联。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e995/11284098/2bfb07887b5f/fpsyg-15-1410132-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e995/11284098/879219b7d43a/fpsyg-15-1410132-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e995/11284098/2bfb07887b5f/fpsyg-15-1410132-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e995/11284098/879219b7d43a/fpsyg-15-1410132-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e995/11284098/2bfb07887b5f/fpsyg-15-1410132-g002.jpg

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