冰球中的知觉训练:利用虚拟现实弥合眼睛与冰球的差距。

IF 5.9 2区 医学 Q1 SPORT SCIENCES
Jean-Luc Bloechle, Julien Audiffren, Quentin Sauthier, Quentin Mertenat, Yohann Waeber, David Aebischer, Jean-Pierre Bresciani
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引用次数: 0

摘要

背景:一些运动表现的认知和知觉决定因素可能很难用传统方法进行训练。在冰球比赛中,这是球员识别最大暴露区域(LEA)的能力,即从冰球的角度来看,守门员覆盖的最少的目标区域。我们开发了一个虚拟现实(VR)应用程序来量化和训练球员从各种射击位置识别LEA的能力。34名职业冰球运动员接受了测试。在两次测试之间,一半的玩家接受了基于特定反馈的训练(反馈组),而其他玩家则在没有反馈的情况下进行训练(对照组)。结果:反馈组运动员在训练后的知觉表现显著提高,而对照组运动员在训练后的知觉表现没有变化。对于两组人来说,知觉表现都随着眼睛和冰球之间的视角差异(即眼睛和冰球之间的视角差异)的幅度增加而下降。这种关系在反馈组训练后消失了,但在对照组没有。结论:我们利用VR技术来评估和训练从冰球角度识别LEA的感知能力,这是传统方法难以做到的。仅15分钟的特定反馈训练就能显著提高专业冰球运动员的感知表现,从而证明了我们在冰球运动中训练一项重要感知技能的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Perceptual Training in Ice Hockey: Bridging the Eyes-Puck Gap Using Virtual Reality.

Perceptual Training in Ice Hockey: Bridging the Eyes-Puck Gap Using Virtual Reality.

Perceptual Training in Ice Hockey: Bridging the Eyes-Puck Gap Using Virtual Reality.

Perceptual Training in Ice Hockey: Bridging the Eyes-Puck Gap Using Virtual Reality.

Background: 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).

Results: 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.

Conclusions: 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.

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来源期刊
Sports Medicine - Open
Sports Medicine - Open SPORT SCIENCES-
CiteScore
7.00
自引率
4.30%
发文量
142
审稿时长
13 weeks
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