Using video simulations and virtual reality to improve decision-making skills in basketball

被引:89
作者
Page, Caleb [1 ]
Bernier, Pierre-Michel [1 ]
Trempe, Maxime [1 ,2 ]
机构
[1] Univ Sherbrooke, Fac Sci Activite Phys, Dept Kinanthropol, Sherbrooke, PQ, Canada
[2] Bishops Univ, Dept Sports Studies, Sherbrooke, PQ J1M 1Z7, Canada
关键词
Decision-making; video simulation training; virtual reality; learning transfer; learning generalization; PERCEPTUAL-COGNITIVE EXPERTISE; SPORT; ANTICIPATION; PERFORMANCE; PATTERNS; TASK;
D O I
10.1080/02640414.2019.1638193
中图分类号
G8 [体育];
学科分类号
04 ; 0403 ;
摘要
A large body of literature supports the effectiveness of using video simulations to improve decision-making skills in invasion sports. However, whether these improvements are transferable (from the laboratory to the court/field) and generalizable (from trained to untrained plays) remains unknown. In addition, it remains to be determined whether presenting the video simulations using virtual reality provides an added-value. To investigate these questions, varsity-level basketball players underwent four training sessions during which they observed video clips of basketball plays presented either on a computer screen (CS group) or using a virtual reality headset (VR group). A third group watched footage from NCAA playoff games on a computer screen (CTRL group). Decision-making was assessed on-court before and after the training sessions using two types of plays: "trained" plays (presented during the CS and VR training sessions) and "untrained" plays (presented only during the on-court tests). When facing the trained plays in the posttest, both VR and CS groups significantly outperformed the CTRL group. In contrast, when facing the untrained plays, the VR group outperformed both the CS and CTRL groups. Our results indicate that CS training leads to transferable but non-generalized decision-making gains while VR training leads to transferable and generalized gains.
引用
收藏
页码:2403 / 2410
页数:8
相关论文
共 33 条
[1]  
[Anonymous], MOV SPORT SCI SCI MO
[2]  
[Anonymous], 2003, EXPERT PERFORMANCE S
[3]   Perceptual-cognitive skill training and its transfer to expert performance in the field: Future research directions [J].
Broadbent, David P. ;
Causer, Joe ;
Williams, A. Mark ;
Ford, Paul R. .
EUROPEAN JOURNAL OF SPORT SCIENCE, 2015, 15 (04) :322-331
[4]   Reducing Visual Discomfort with HMDs Using Dynamic Depth of Field [J].
Carnegie, Kieran ;
Rhee, Taehyun .
IEEE COMPUTER GRAPHICS AND APPLICATIONS, 2015, 35 (05) :34-41
[5]   Perceiving and Acting Upon Spaces in a VR Rugby Task: Expertise Effects in Affordance Detection and Task Achievement [J].
Correia, Vanda ;
Araujo, Duarte ;
Cummins, Alan ;
Craig, Cathy M. .
JOURNAL OF SPORT & EXERCISE PSYCHOLOGY, 2012, 34 (03) :305-321
[6]   Soccer-specific video simulation for improving movement assessment [J].
Cortes, Nelson ;
Blount, Elaine ;
Ringleb, Stacie ;
Onate, James A. .
SPORTS BIOMECHANICS, 2011, 10 (01) :22-34
[7]  
Cotterill S., 2016, Sport and Exercise Psychology Review, V12, P54, DOI [10.53841/bpssepr.2016.12.1.54, DOI 10.53841/BPSSEPR.2016.12.1.54, DOI 10.1093/ACPR0F:0S0/9780195173321.003.0010]
[8]  
Craig C., 2013, Sports Technology, V6, P161, DOI [10.1080/19346182.2013.855224, DOI 10.1080/19346182.2013.855224]
[9]   THE ROLE OF DELIBERATE PRACTICE IN THE ACQUISITION OF EXPERT PERFORMANCE [J].
ERICSSON, KA ;
KRAMPE, RT ;
TESCHROMER, C .
PSYCHOLOGICAL REVIEW, 1993, 100 (03) :363-406
[10]  
Fitts P. M., 1967, Human performance