1997
DOI: 10.3758/bf03210605
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Computer controlled interactive video simulation for motor skills research

Abstract: Researchers examining skilled performance in the laboratory must establish contextual relevance to the usual performance environment to ensure that the obtained data truly reflect expertise in the skill under investigation. Interactive video simulation is a viable method for providing such ecological validity. This paper describes the development to date of such a simulator and outlines two sportsperformance studies which demonstrate the validity and reliability of the configuration in competitive situations. … Show more

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Cited by 2 publications
(2 citation statements)
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“…First, the stimuli used across different research settings can vary, for example, the timing of the information or the quality of the stimulus presentation can alter markedly. Participants in competitive environmental settings see, feel, and hear relevant stimuli continuously and unobtrusively [13,14], while participants in laboratory settings often react (and start their action) from the moment that a perceptual stimulus is presented on a video or computer screen [e.g., 34]. A stimulus may be any form of external information, in particular the direction of the non-kicking leg of a penalty taker in soccer [9,10], the setter's initial contact with a volleyball [35], or the back foot contact of a bowler in cricket [36,37].…”
Section: Representative Performance Environmentmentioning
confidence: 99%
“…First, the stimuli used across different research settings can vary, for example, the timing of the information or the quality of the stimulus presentation can alter markedly. Participants in competitive environmental settings see, feel, and hear relevant stimuli continuously and unobtrusively [13,14], while participants in laboratory settings often react (and start their action) from the moment that a perceptual stimulus is presented on a video or computer screen [e.g., 34]. A stimulus may be any form of external information, in particular the direction of the non-kicking leg of a penalty taker in soccer [9,10], the setter's initial contact with a volleyball [35], or the back foot contact of a bowler in cricket [36,37].…”
Section: Representative Performance Environmentmentioning
confidence: 99%
“…In education, video is used to provide feedback on behaviors targeted for change, so that students can then review them and improve their performances (Hill, Hooper, & Wahl, 2000;Roter, Cole, Kern, Barker, & Grayson, 1990). Interactive video simulations are also beginning to be used for training (Paull, Case, & Grove, 1997). Some professions, medicine and physical therapy for example, use the scoring of video samples of clinical performance as a competency assessment (Cross, Hicks, & Barwell, 2001;Humphris & Kaney, 2000;Tate, 1999).…”
Section: Visual and Video Data In The Research Of Other Disciplinesmentioning
confidence: 99%