2023
DOI: 10.3389/fpsyg.2023.1124530
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Skill adaption in sport and movement: Practice design considerations for 360° VR

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Cited by 4 publications
(5 citation statements)
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“…Paradoxically, despite evidence displaying movement variability even in closed tasks, practical applications often witness repetitive iterations of purportedly "ideal" yet non-functional movement solutions. To break this cycle, the environment must serve as both a guide and a constraint, nurturing learning without redundantly reiterating the same movements (Lindsay, Spittle, & Spittle, 2023). Central to the efficacy of the dynamic ecological approach lies participant interaction and teaching style.…”
Section: Navigating Complexity In Motor Learning: Embracing a Dynamic...mentioning
confidence: 99%
“…Paradoxically, despite evidence displaying movement variability even in closed tasks, practical applications often witness repetitive iterations of purportedly "ideal" yet non-functional movement solutions. To break this cycle, the environment must serve as both a guide and a constraint, nurturing learning without redundantly reiterating the same movements (Lindsay, Spittle, & Spittle, 2023). Central to the efficacy of the dynamic ecological approach lies participant interaction and teaching style.…”
Section: Navigating Complexity In Motor Learning: Embracing a Dynamic...mentioning
confidence: 99%
“…Moreover, in addition to former studies (25)(26)(27)(28) the results provide further evidence supporting the notion that perception-action coupling through motor responses is not necessary for sufficiently valid sport-specific 360°VR tools. Thus, perception-action coupling processes may already be initiated by the exploration of the HDM presented 360°environment with head movements (14) or by action planning processes as the motor system is active before an action is actually carried out (12).…”
Section: Diagnostic and Prognostic Validity (Objective 2 And 3)mentioning
confidence: 99%
“…This restricts a realistic presentation of the respective game-situation shown to the players in two ways: First, when filming real decision-making situations to create video stimuli only the environment within the corresponding camera recording angle is captured and, second, when engaged in the experiment participants' head movements do not correspond to a change in the visual field ( 13 ). As a result, participants are potentially confronted with less realistic environments, thus limiting the ecological validity of the diagnostic setting ( 14 , 15 ). This limitation of video screens leads to insufficient opportunities to simulate players' 360° view on the pitch.…”
Section: Introductionmentioning
confidence: 99%
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