Animated VR and 360-degree VR to assess and train team sports decision-making: a scoping review
(Animierte VR und 360-Grad-VR zur Bewertung und zum Training der Entscheidungsfindung bei Mannschaftssportarten: eine Übersichtsstudie)
Introduction: In team sports, athletes` ability to make quick decisions plays a crucial role. Decision-making proficiency relies on the intricate balance of athletes` perceptual and cognitive abilities, enabling them to assess the competitive environment swiftly and select the most appropriate actions from various options. Virtual reality (VR) technology is emerging as a valuable tool for evaluating and refining athletes` decision-making skills. This study systematically examined the integration of VR technology into decision-making processes in team sports, aiming to identify more effective methods for presenting and interacting with virtual decision-making systems, thus enhancing the evaluation and refinement of athletes` decision making abilities.
Methods: Following the preferred reporting items for systematic reviews and meta-analyses (PRISMA) guidelines, a thorough search of respected research databases, including Web of Science, PubMed, SPORTDiscus, ScienceDirect, PsycINFO, and IEEE, was conducted using carefully selected keywords.
Results: Twenty research papers meeting predefined inclusion criteria were included after careful evaluation. These papers were systematically analyzed to delineate the attributes of virtual decision-making task environments, the interactive dynamics inherent in motor decision-making tasks, and the significant findings
Discussion: This review indicate that (1) the effectiveness of VR technology in assessing and improving athletes` decision-making skills in team sports; (2) the construction of virtual environments using the Head-Mounted Display (HMD) system, characterized by enhanced ease and efficiency; (3) the potential for future investigations to explore computer simulations to create more expansive virtual motion scenarios, thus efficiently generating substantial task scenario material, diverging from the constraints posed by 360-degree panoramic videos; and (4) the integration of motion capture technology for identifying and monitoring athletes` decision-making behaviors, which not only enhances ecological validity but also augments the transfer validity of virtual sports decision-making systems. Future research endeavors could explore integrating eye-tracking technology with virtual reality to gain insights into the intrinsic cognitive-action associations exhibited by athletes.
© Copyright 2024 Frontiers in Psychology. Frontiers Media. Alle Rechte vorbehalten.
| Schlagworte: | |
|---|---|
| Notationen: | Sozial- und Geisteswissenschaften |
| Tagging: | virtuelle Realität künstliche Intelligenz |
| Veröffentlicht in: | Frontiers in Psychology |
| Sprache: | Englisch |
| Veröffentlicht: |
2024
|
| Online-Zugang: | https://doi.org/10.3389/fpsyg.2024.1410132 |
| Jahrgang: | 15 |
| Seiten: | 1410132 |
| Dokumentenarten: | Artikel |
| Level: | hoch |