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棒球击球中多个视觉运动过程的时间结构:来自虚拟现实系统的见解。

The temporal structure of multiple visuomotor processes in baseball batting: insights from a virtual reality system.

作者信息

Saijo Naoki, Fukuda Takehiro, Kashino Makio

机构信息

Human Information Science Laboratory, NTT Communication Science Laboratories, Nippon Telegraph and Telephone Corporation, Atsugi, Kanagawa, Japan.

出版信息

Front Psychol. 2025 Jan 30;16:1514301. doi: 10.3389/fpsyg.2025.1514301. eCollection 2025.

Abstract

Baseball batting is an inherently complex visuomotor task that requires the rapid processing of multiple cognitive-motor computations within a split second. The key components of these computations include the sense of timing, swing decision-making, and swing adjustment. Although each of these components has been studied independently, few studies have addressed their temporal integration. As such, we explored the temporal structure of visuomotor processes in baseball batting using a virtual reality (VR) batting training system. The VR system simulated a mixed sequence of fastballs and breaking balls in which participants were instructed to swing at strikes or take at balls, thus mimicking a real pitcher-batter scenario. The sequence also included pitches where the ball became occluded midway, requiring the participants to maintain accurate swings. Twenty-three batters from a professional Japanese baseball team participated in this experiment. They exhibited the ability to adjust swing timing based on pitch speed, make swing decisions based on strike/ball discrimination, and adjust swing trajectories according to the ball plate location. However, we observed performance deterioration with occluded pitches, particularly in the swing trajectory adjustment, which significantly declined. Swing decision-making showed minor decline, whereas swing timing adjustment remained unaffected. These results indicate that an occluded ball trajectory affects swing adjustment and partially impacts swing decision-making. These findings suggest a temporal structure in the brain's processing: After the start of pitching, the batter's brain first handles the computations for swing timing adjustment, followed by swing decision-making, and finally swing trajectory adjustment. Furthermore, the results highlight the potential of VR training systems as powerful tools for elucidating the intricate mechanisms underlying athletic skills.

摘要

棒球击球是一项本质上复杂的视觉运动任务,需要在瞬间快速处理多个认知 - 运动计算。这些计算的关键组成部分包括时间感、挥棒决策和挥棒调整。尽管这些组成部分中的每一个都已被单独研究,但很少有研究涉及它们的时间整合。因此,我们使用虚拟现实(VR)击球训练系统探索了棒球击球中视觉运动过程的时间结构。VR系统模拟了快球和变化球的混合序列,其中参与者被指示对好球挥棒或对坏球不挥棒,从而模拟真实的投手 - 击球手场景。该序列还包括球在中途被遮挡的投球,要求参与者保持准确的挥棒。来自一支日本职业棒球队的23名击球手参与了这项实验。他们表现出根据投球速度调整挥棒时间、基于好球/坏球判别做出挥棒决策以及根据球板位置调整挥棒轨迹的能力。然而,我们观察到当球被遮挡时表现会变差,特别是在挥棒轨迹调整方面,其显著下降。挥棒决策显示出轻微下降,而挥棒时间调整则不受影响。这些结果表明,被遮挡的球轨迹会影响挥棒调整并部分影响挥棒决策。这些发现揭示了大脑处理过程中的一种时间结构:在投球开始后,击球手的大脑首先处理挥棒时间调整的计算,接着是挥棒决策,最后是挥棒轨迹调整。此外,这些结果凸显了VR训练系统作为阐明运动技能复杂机制的强大工具的潜力。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6142/11822940/6e155f82a8bf/fpsyg-16-1514301-g001.jpg

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