Development of a Virtual-Reality Eye Movements-Based System to Assess Basketball Players' Decision Making.

IF 1.8 4区 心理学 Q4 PSYCHOLOGY, EXPERIMENTAL
Yaxiang Jia, Xuan Zhou, Yaxin Tang, Qiner Li, Jingyi Wang, Quan Fu
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Abstract

Background and Purpose: This study developed a reliable and ecologically valid virtual reality eye movements-based assessment system to evaluate basketball players' decision-making abilities.Research Design: The system incorporated expert ratings, inter-group differences, analysis of covariance, and test-retest reliability assessments to validate its effectiveness and reliability.Study Sample: A VR system with 100 task scenarios was used to assess decision-making performance and visual behavior. 30 high-level and 30 low-level players participated in two phases.Data Collection and Analysis: In Phase 1, a panel of basketball experts (N = 3) rated the decision-making scenarios. Kendall's coefficient of concordance (W) was used to analyze expert ratings, confirming content validity. Mann-Whitney U and independent samples t-tests were employed to assess decision quality and decision time differences between high- and low-level groups. Gender was included as a covariate in ANCOVA to control for gender effects. Gaze patterns were analyzed to examine differences in visual behavior. Phase 2 involved test-retest reliability analysis using Pearson's correlation coefficient (r).Results: High-level players performed significantly better in decision-making (p < 0.001) and had broader gaze distributions, while low-level players focused less on critical information. Test-retest correlations for decision scores (r = 0.846) and reaction times (r = 0.802) were significant (p < 0.001). Therefore, the high test-retest correlation reflects the strong reliability of the assessment system.Conclusions: This study is the first to validate the reliability and validity of a VR eye movements -based assessment tool for evaluating basketball players' decision-making abilities. By integrating eye-tracking technology with VR, this tool enables more accurate and reliable evaluations of basketball players' decision-making skills in future research.

基于虚拟现实眼动的篮球运动员决策评估系统的开发。
背景与目的:本研究开发一套可靠且生态有效的基于虚拟现实眼动的篮球运动员决策能力评估系统。研究设计:采用专家评分、组间差异、协方差分析、重测信度评估等方法验证系统的有效性和信度。研究样本:使用一个包含100个任务场景的虚拟现实系统来评估决策表现和视觉行为。30名高水平选手和30名低水平选手参加了两个阶段的比赛。数据收集和分析:在第一阶段,一组篮球专家(N = 3)对决策场景进行评分。采用Kendall’s coefficient of concordance (W)分析专家评分,确认内容效度。采用Mann-Whitney U检验和独立样本t检验来评估高、低水平组决策质量和决策时间的差异。性别作为协变量纳入ANCOVA以控制性别影响。对注视模式进行分析,以检验视觉行为的差异。第二阶段采用Pearson相关系数(r)进行重测信度分析。结果:高水平玩家的决策能力显著提高(p < 0.001),注视分布范围更广,而低水平玩家对关键信息的关注程度较低。决策得分(r = 0.846)和反应时间(r = 0.802)的重测相关性显著(p < 0.001)。因此,高的重测相关性反映了评估体系的强信度。结论:本研究首次验证了基于VR眼动的篮球运动员决策能力评估工具的信度和效度。通过将眼动追踪技术与VR技术相结合,该工具可以在未来的研究中更加准确可靠地评估篮球运动员的决策能力。
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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来源期刊
Perceptual and Motor Skills
Perceptual and Motor Skills PSYCHOLOGY, EXPERIMENTAL-
CiteScore
2.90
自引率
6.20%
发文量
110
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