Virtual reality (VR) is a widespread technology drawing an increasing interest for players and coaches, especially in team ball sports as it offers a simple tool to simulate, analyse and train situations that are often too complex to reproduce in the field. In this review we aimed at (1) providing an overview of methodologies and outcomes of research studies using VR in team ball sports; (2) better evaluating the potential interest of VR to analyse or train team ball sports situation and (3) identifying limitations, gaps in knowledge and remaining scientific challenges. The MEDLINE and Web of Science Core Collection databases were searched, using predefined combinations of keywords. Thirty articles were retained and analysed. VR can be an interesting tool to assess or train team ball sports skills/situations as it allows researchers to control and standardise situations and focus on specific skills/subskills. Studies that used VR in team ball sports still have some limitations, mainly due to technical issues or study design. This paper also describes the way VR should be used to enhance understanding of performance in team ball sports. Additional suggestions for future research and study design are proposed.
The perceptual-cognitive ability to track multiple moving objects and its contribution to team sports performance has traditionally been studied in the laboratory under non-sports specific conditions. It is thus questionable whether the measured visual tracking performance and the underlying gaze activity reflected the actual ability of team sports players to track teammates and opponents on a real field. Using a Virtual Reality-based visual tracking task, the ability of participants to track multiple moving virtual players as they would do on a soccer field was observed to pursue two objectives. (i) See the influence of different scenario types (soccer-specific trajectories versus pseudo-random trajectories) on the visual tracking performance of soccer (n = 15) compared to non-soccer players (n = 16). (ii) Observe the influence of spatial features of the simulated situations on gaze activity between soccer players and non-soccer players. (i) The linear mixed model regression revealed a significant main effect of the group but no interaction effect between group and the type of trajectories, suggesting that the visual tracking ability of soccer players did not benefit from their specific knowledge when they faced scenarios with real game trajectories. (ii) Virtual players’ spatial dispersion and crowding affected the participants’ gaze activity and their visual tracking performance. Furthermore, the gaze activity of soccer players differed in some aspects from the gaze activity of non-soccer players. Assumptions are formulated as to the implication of these results in the difference in visual tracking performance between soccer players and non-soccer players. Overall, using soccer-specific trajectories might not be enough to replicate the representativeness of the field conditions in the study of visual tracking performance. Multitasking constraints should be considered along with motor-cognitive dual-tasks in future research to develop the representativeness of visual exploration conditions.
Dynamic, interactive sports require athletes to identify, pick-up and process relevant information in a very limited time, in order to then make an appropriate response. Perceptual-cognitive skills are, therefore, a key determinant of elite sporting performance. Recently, sport scientists have investigated ways to assess and train perceptual-cognitive skills, with one such method involving the use of blurred stimuli. Here, we describe the two main methods used to generate blur (i.e., dioptric and Gaussian) and then review the current findings in a sports context. Overall, it has been shown the use of blur can enhance performance and learning of sporting tasks in novice participants, especially when the blur is applied to peripheral stimuli. However, while intermediate and expert level participants are relatively impervious to the presence of blur, it remains to be determined if they are positive effects on learning. In a final section, we describe some of the methodological issues that limit the application of blur and then discuss the potential use of virtual reality to extend the current research base in sporting contexts.
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