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

Yaxiang Jia, Xuan Zhou, Jing Yang, Quan Fu
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Abstract

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.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.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 findingsThis 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.
评估和训练团队运动决策的虚拟现实和 360 度虚拟现实动画:范围审查
在团队运动中,运动员的快速决策能力起着至关重要的作用。决策能力依赖于运动员感知能力和认知能力之间错综复杂的平衡,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)技术正在成为评估和完善运动员决策技能的重要工具。本研究系统地考察了将 VR 技术整合到团队运动决策过程中的情况,旨在找出更有效的方法来呈现虚拟决策系统并与之互动,从而加强对运动员决策能力的评估和完善。按照系统综述和荟萃分析(PRISMA)指南的首选报告项目,本研究使用精心挑选的关键词对权威研究数据库(包括 Web of Science、PubMed、SPORTDiscus、ScienceDirect、PsycINFO 和 IEEE)进行了全面检索。本综述指出:(1) 虚拟现实技术在团队运动中评估和提高运动员决策技能方面的有效性;(2) 使用头戴式显示器(HMD)系统构建虚拟环境的特点是更加简便和高效;(3) 未来的研究有可能探索通过计算机模拟来创建更广阔的虚拟运动场景,从而有效地生成大量的任务场景素材,摆脱 360 度全景视频所带来的限制;以及 (4) 整合运动捕捉技术来识别和监测运动员的决策行为,这不仅能提高生态效度,还能增强虚拟运动决策系统的迁移效度。未来的研究工作可以探索将眼动跟踪技术与虚拟现实技术相结合,以深入了解运动员表现出的内在认知-行动关联。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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