This study investigated how environmental design shapes perceptual-motor exploration, when meta-stable regions of performance are created. Here, we examined how creating meta-stable regions of performance could destabilize pre-existing skills, favoring greater exploration of performance environments, exemplified in this study by climbing surfaces. In this investigation we manipulated hold orientations on an indoor climbing wall to examine how nine climbers explored, learned, and transferred various trunk-rolling motion patterns and hand grasping movements. The learning protocol consisted of four sessions, in which climbers randomly ascended three different routes, as fluently as possible. All three routes were 10.3 m in height and composed of 20 hand-holds at the same locations on an artificial climbing wall; only hold orientations were altered: (i) a horizontal-edge route was designed to afford horizontal hold grasping, (ii) a vertical-edge route afforded vertical hold grasping, and (iii), a double-edge route was designed to afford both horizontal and vertical hold grasping. As a meta-stable condition of performance invite an individual to both exploit his pre-existing behavioral repertoire (i.e., horizontal hold grasping pattern and trunk face to the wall) and explore new behaviors (i.e., vertical hold grasping and trunk side to the wall), it was hypothesized that the double-edge route characterized a meta-stable region of performance. Data were collected from inertial measurement units located on the neck and hip of each climber, allowing us to compute rolling motion referenced to the artificial climbing wall. Information on ascent duration, the number of exploratory and performatory movements for locating hand-holds, and hip path was also observed in video footage from a frontal camera worn by participants. Climbing fluency was assessed by calculating geometric index of entropy. Results showed that the meta-stable condition of performance may have afforded utilization of more adaptive climbing behaviors (expressed in higher values for range and variability of trunk rolling motion and greater number of exploratory movements). Findings indicated how climbers learn to explore and, subsequently, use effective exploratory search strategies that can facilitate transfer of learning to performance in novel climbing environments.
This study investigated a new performance indicator to assess climbing fluency (smoothness of the hip trajectory and orientation of a climber using normalized jerk coefficients) to explore effects of practice and hold design on performance. Eight experienced climbers completed four repetitions of two, 10-m high routes with similar difficulty levels, but varying in hold graspability (holds with one edge vs holds with two edges). An inertial measurement unit was attached to the hips of each climber to collect 3D acceleration and 3D orientation data to compute jerk coefficients. Results showed high correlations (r = .99, P < .05) between the normalized jerk coefficient of hip trajectory and orientation. Results showed higher normalized jerk coefficients for the route with two graspable edges, perhaps due to more complex route finding and action regulation behaviors. This effect decreased with practice. Jerk coefficient of hip trajectory and orientation could be a useful indicator of climbing fluency for coaches as its computation takes into account both spatial and temporal parameters (ie, changes in both climbing trajectory and time to travel this trajectory).
Abstract-This paper presents a novel application of a machine learning method to automatically detect and classify climbing activities using inertial measurement units (IMUs) attached to the wrists, feet, and pelvis of the climber. This detection/classification can be useful for research in sport science to replace manual annotation where IMUs are becoming common. Detection requires a learning phase with manual annotation to construct statistical models. Full-body activity is then classified based on the detection of each IMU.
The aim of this study was to investigate how the affordances of an indoor climbing wall changed for intermediate climbers following a period of practice during which hold orientation was manipulated within a learning and transfer protocol. The learning protocol consisted of four sessions, in which eight climbers randomly ascended three different routes of fixed absolute difficulty (5c on the French scale), as fluently as possible. All three routes were 10.3 m in height and composed of 20 hand-holds at the same locations on an artificial climbing wall; only hold orientations were altered: (i) a horizontal-edge route (H) was designed to afford horizontal hold grasping, (ii) a vertical-edge route (V) afforded vertical hold grasping, and (iii), a double-edge route (D) was designed to afford both horizontal and vertical hold grasping. Five inertial measurement units (IMU) (3D accelerometer, 3D gyroscope, 3D magnetometer) were attached to the hip, feet and forearms to analyze the vertical acceleration and direction (3D unitary vector) of each limb and hip in ambient space during the entire ascent. Segmentation and classification processes supported detection of movement and stationary phases for each IMU. Depending on whether limbs and/or hip were moving, a decision tree distinguished four states of behavior: stationary (absence of limb and hip motion), hold exploration (absence of hip motion but at least one limb in motion), hip movement (hip in motion but absence of limb motion) and global motion (hip in motion and at least one limb in motion). Results showed that with practice, the learners decreased the relative duration of hold exploration, suggesting that they improved affordance perception of hold grasp-ability. The number of performatory movements also decreased as performance increased during learning sessions, confirming that participants' climbing efficacy improved as a function of practice. Last, the results were more marked for the H route, while the D route led to longer relative stationary duration and a shorter relative duration of performatory states. Together, these findings emphasized the benefit of manipulating task constraints to promote safe exploration during learning, which is particularly relevant in extreme sports involving climbing tasks.
In the field of emotion-performance relationship in achievement situations, the social dimensions of emotions have been understudied. Thus, recent advances highlighted the need to explore identity processes to know whether group belonging may influence individuals' emotions and performance when they are involved in a task-group. The current study introduced an innovative approach to continuously capture the variability of emotions (pleasant and unpleasant), identity levels (personal and social) and performances (individual and collective) experienced during volleyball games. Six elite players (M ¼ 20.14 years; SD ¼ 1.25) volunteered to participate in this research. For the purpose of this study, a program based on the Mouse Paradigm methodological approach was elaborated. A total of 9461 momentary assessments (M ¼ 1576.83 AE 94.38 per participant) was gathered for each of the aforementioned variables. Results of hierarchical linear modeling analyses showed a partial independence between social and personal identity, as well as an effect of identity levels on unpleasant emotions. Results also highlighted that neither identity levels nor emotions influenced individual performances. Taken together, these results were discussed in terms of theoretical and methodological advances that allow to deepen the understanding of emotions-performance relationships in the context of team-sports.
Using an ecological dynamics framework, this study investigated the generality and specificity of skill transfer processes in organisation of perception and action using climbing as a task vehicle. Fluency of hip trajectory and orientation was assessed using normalized jerk coefficients exhibited by participants as they adapted perception and action under varying environmental constraints. Twelve recreational climbers were divided into two groups: one completing a 10-m high route on an indoor climbing wall; a second undertaking a 10-m high route on an icefall in a top-rope condition. We maintained the same level of difficulty between these two performance environments. An inertial measurement unit was attached each climber's hips to collect 3D acceleration and 3D orientation data to compute jerk coefficient values. Video footage was used to record the ratio of exploratory/performatory movements. Results showed higher jerk coefficient values and number of exploratory movements for performance on the icefall route, perhaps due to greater functional complexity in perception and action required when climbing icefalls, which involves use of specific tools for anchorage. Findings demonstrated how individuals solve different motor problems, exploiting positive general transfer processes enabling participants to explore the pick-up of information for the perception of affordances specific to icefall climbing.
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