Aden Kittel, Riki Lindsay, Peter Le Noury, Luke Wilkins
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引用次数: 0
Abstract
Background: Extended Reality (XR) technologies, such as Virtual Reality (VR) and 360°VR are growing rapidly in the scientific literature and sporting practice. These have been used for a range of skills, particularly perceptual-cognitive skills. However, to our knowledge, there is no systematic scoping review on this topic identifying the current state of play of the research area by characteristics such as study type, technology type, or sport investigated, and such a review would help guide the future direction of this area. Therefore, this study aimed to systematically review the extent of XR technology in sport for assessing and training athletes' and officials' perceptual-cognitive skills.
Methods: Electronic databases (SCOPUS, Web of Science, SPORTDiscus, PsycINFO) were searched for relevant articles up until January 2024. Studies were included if they used XR technologies to assess or develop sport-specific, higher order perceptual-cognitive skills.
Results: 57 studies met the inclusion criteria for this review, of which 67% were published from 2020. Most studies conducted quantitative research designs, with 66% of studies adopting a cross-sectional assessment approach and 28% conducting an intervention to assess performance improvements. Decision-making was the most prevalent skill investigated, across 60% of studies. The most common technology was head mounted display (51%) presenting animated environments and the most common sports investigated were football and handball (32% and 19% of studies, respectively).
Conclusions: This review highlights a significant growth in the research exploring XR technologies in sport for perceptual-cognitive skill development and understanding, with most studies published in the last 4 years. Prominent technology types (e.g. animated HMD), perceptual-cognitive skills (e.g. decision making), study designs (e.g. quantitative assessment), and sports (e.g. football) are identified and discussed along with practical implications and future research.
Key points: Extended reality technologies for sports perceptual-cognitive skills is an emerging field, marked by key trends in the types of technology used and the perceptual-cognitive skills being studied. Decision-making is the most commonly studied perceptual-cognitive skill, and these technologies report to have high representativeness and engagement when being used. More research is required to explore the effectiveness of this technology through intervention study designs, and further understand how it can be used and the perceptual-cognitive processes through qualitative research designs.
背景:扩展现实(XR)技术,如虚拟现实(VR)和360°VR在科学文献和体育实践中迅速发展。这些已被用于一系列技能,特别是感知认知技能。然而,据我们所知,在这个主题上没有系统的范围审查,通过研究类型、技术类型或调查的运动等特征来确定研究领域的当前状态,这样的审查将有助于指导该领域的未来方向。因此,本研究旨在系统地回顾XR技术在体育运动中评估和训练运动员和官员感知认知技能的程度。方法:检索截至2024年1月的SCOPUS、Web of Science、SPORTDiscus、PsycINFO等电子数据库的相关文章。如果研究使用XR技术来评估或发展运动特定的、更高层次的感知认知技能,则将其纳入其中。结果:57项研究符合本综述的纳入标准,其中67%发表于2020年以后。大多数研究采用定量研究设计,66%的研究采用横截面评估方法,28%的研究采用干预措施来评估绩效改进。在60%的研究中,决策是最普遍的技能。最常见的技术是展示动画环境的头戴式显示器(51%),最常见的调查运动是足球和手球(分别占32%和19%)。结论:这篇综述强调了在体育运动中探索XR技术对感知认知技能发展和理解的研究的显著增长,大多数研究发表于过去4年。突出的技术类型(例如动画HMD),感知认知技能(例如决策),研究设计(例如定量评估)和运动(例如足球)被确定和讨论,以及实际意义和未来的研究。重点:体育感知认知技能的扩展现实技术是一个新兴领域,其特点是所使用的技术类型和所研究的感知认知技能的关键趋势。决策是最常被研究的感知认知技能,这些技术在使用时具有很高的代表性和参与度。需要更多的研究来通过干预研究设计来探索这项技术的有效性,并通过定性研究设计进一步了解它的使用方式和感知认知过程。