Bloechle Jean-Luc, Audiffren Julien, Sauthier Quentin, Mertenat Quentin, Waeber Yohann, Aebischer David, Bresciani Jean-Pierre
Control and Perception Laboratory, University of Fribourg, Bd Perolles 90, Fribourg, CH-1700, Switzerland.
HC Fribourg-Gotteron, Granges-Paccot, CH-1763, Switzerland.
Sports Med Open. 2025 Apr 12;11(1):38. doi: 10.1186/s40798-025-00840-x.
Some cognitive and perceptual determinants of sports performance can be arduous to train using conventional methods. In ice-hockey, this is the case for the players' ability to identify the largest exposed area (LEA), i.e., the goal area that is the least covered by the goaltender from a puck perspective. We developed a virtual reality (VR) application to quantify and train the players' ability to identify the LEA from a wide range of shooting positions. Thirty-four professional ice-hockey players were tested. Between two test sessions, half of the players followed a specific feedback-based training (feedback group), whereas the other players practiced without feedback (control group).
For the players of the feedback group, perceptual performance was significantly better after training, whereas it remained unaltered for the players of the control group. For both groups, perceptual performance decreased as the amplitude of the eyes-puck difference (i.e., the difference of perspective between the eyes and the puck) increased. This relationship vanished after training for the feedback group but not for the control group.
We took advantage of VR technology to assess and train the perceptual ability to identify the LEA from a puck perspective, which would be difficult using traditional methods. Only 15 min of specific feedback-based training significantly and substantially improved the perceptual performance of professional ice-hockey players, thereby evidencing the effectiveness of our application for training an important perceptual skill in ice hockey.
一些运动表现的认知和感知决定因素使用传统方法进行训练可能很困难。在冰球运动中,球员识别最大暴露区域(LEA)的能力就是这种情况,即从冰球的角度来看,守门员覆盖最少的球门区域。我们开发了一种虚拟现实(VR)应用程序,用于量化和训练球员从各种射门位置识别LEA的能力。对34名职业冰球运动员进行了测试。在两次测试之间,一半的球员接受了基于特定反馈的训练(反馈组),而其他球员在没有反馈的情况下进行练习(对照组)。
对于反馈组的球员,训练后感知表现显著提高,而对照组的球员则保持不变。对于两组球员,随着眼 - 球差异幅度(即眼睛和冰球之间的视角差异)的增加,感知表现都会下降。这种关系在反馈组训练后消失,但在对照组中没有消失。
我们利用VR技术评估和训练从冰球角度识别LEA的感知能力,这用传统方法很难做到。仅15分钟基于特定反馈的训练就显著且大幅提高了职业冰球运动员的感知表现,从而证明了我们的应用程序在训练冰球一项重要感知技能方面的有效性。