Yaxiang Jia, Xuan Zhou, Yaxin Tang, Qiner Li, Jingyi Wang, Quan Fu
{"title":"基于虚拟现实眼动的篮球运动员决策评估系统的开发。","authors":"Yaxiang Jia, Xuan Zhou, Yaxin Tang, Qiner Li, Jingyi Wang, Quan Fu","doi":"10.1177/00315125251375200","DOIUrl":null,"url":null,"abstract":"<p><p><b>Background and Purpose:</b> This study developed a reliable and ecologically valid virtual reality eye movements-based assessment system to evaluate basketball players' decision-making abilities.<b>Research Design:</b> The system incorporated expert ratings, inter-group differences, analysis of covariance, and test-retest reliability assessments to validate its effectiveness and reliability.<b>Study Sample:</b> 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.<b>Data Collection and Analysis:</b> 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).<b>Results:</b> 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.<b>Conclusions:</b> 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.</p>","PeriodicalId":19869,"journal":{"name":"Perceptual and Motor Skills","volume":" ","pages":"315125251375200"},"PeriodicalIF":1.8000,"publicationDate":"2025-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Development of a Virtual-Reality Eye Movements-Based System to Assess Basketball Players' Decision Making.\",\"authors\":\"Yaxiang Jia, Xuan Zhou, Yaxin Tang, Qiner Li, Jingyi Wang, Quan Fu\",\"doi\":\"10.1177/00315125251375200\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><p><b>Background and Purpose:</b> This study developed a reliable and ecologically valid virtual reality eye movements-based assessment system to evaluate basketball players' decision-making abilities.<b>Research Design:</b> The system incorporated expert ratings, inter-group differences, analysis of covariance, and test-retest reliability assessments to validate its effectiveness and reliability.<b>Study Sample:</b> 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.<b>Data Collection and Analysis:</b> 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).<b>Results:</b> 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.<b>Conclusions:</b> 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.</p>\",\"PeriodicalId\":19869,\"journal\":{\"name\":\"Perceptual and Motor Skills\",\"volume\":\" \",\"pages\":\"315125251375200\"},\"PeriodicalIF\":1.8000,\"publicationDate\":\"2025-10-05\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Perceptual and Motor Skills\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://doi.org/10.1177/00315125251375200\",\"RegionNum\":4,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"PSYCHOLOGY, EXPERIMENTAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Perceptual and Motor Skills","FirstCategoryId":"102","ListUrlMain":"https://doi.org/10.1177/00315125251375200","RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"PSYCHOLOGY, EXPERIMENTAL","Score":null,"Total":0}
Development of a Virtual-Reality Eye Movements-Based System to Assess Basketball Players' Decision Making.
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.