Investigating the Influence of Virtual Reality Illusions on Balance Performance and Immersive User Experience (Preprint) DOI Creative Commons
R. Achintha M. Abayasiri, Antônio Padilha Lanari Bó, Taylor J. M. Dick

et al.

Published: Dec. 20, 2024

BACKGROUND Rehabilitation interventions to improve standing balance are often tedious and complex limiting user engagement increasing the burden of clinicians delivering them. Virtual Reality (VR) has been incorporated into such practices as a solution VR illusions have emerged method for perturbing within interventions. However, influence on performance, Centre Pressure (CoP), experience metrics remains under explored. OBJECTIVE This study aimed evaluate impact in young adults. METHODS Young healthy adults (n=15, age: 18-35) played table tennis game while force plate were provided with eight directional magnitude-based scaled according participants’ heights. generated by offsetting position playing hand through trials each participant. Each illusion was delivered throughout final 50 seconds 70-second trial. Absolute CoP displacements, tendency displacement performance analysed illusions. Responses User Experience Questionnaire, Slater-Usoh-Steed Presence NASA Task Load Index, Sickness Questionnaire assess immersive experience. RESULTS Both magnitude changes direction led significantly greater displacements high magnitudes, anterior posterior associated higher displacements. Conversely, those magnitudes directions low performance. The varied across but showed significant association directions. responses that participants had moderate paradigm. CONCLUSIONS provides novel approach future developments more effective VR-based rehabilitation results provide inspiration development exergames can perturbate magnitude. By adjusting difficulty level illusions, personalized

Language: Английский

The attacker-defender's spatiotemporal relationship affects the dribbling outcome in futsal but not in soccer DOI Creative Commons
Sílvia Letícia Silva, Flávio Henrique Bastos, Go Tani

et al.

Sportis Scientific Journal of School Sport Physical Education and Psychomotricity, Journal Year: 2025, Volume and Issue: 11(2), P. 1 - 15

Published: April 1, 2025

This study investigated the influence of spatiotemporal interpersonal coordination information on soccer and futsal dribbling outcomes. For this purpose, following relative measures were analysed: distance travelled in performance, time dribbling, velocity beginning dribbling. Participants included ninety-five amateur athletes who played matches Municipal (under-16 category, n = 59) National (under-17 36) Championships 2020. The sample consisted 27 dribbles 77 dribbles, which selected from recorded by two digital cameras. Results showed that successful performed when distances smallest velocities highest. It also involved an optimum range movement. No difference was revealed regarding dribbles. concluded affected outcomes sport but not soccer. These findings suggest attacking players should stay close to their markers perform as quickly possible; conversely, defenders maintain greater marking attackers synchronize movements counter at same velocity.

Language: Английский

Citations

0

Individual differences provide a nuanced understanding of the contributions of age, experience, and level played to superior perceptual-cognitive-motor skill DOI Creative Commons
Khaya Morris-Binelli,

Mary T. Westbrook,

Ben Piggott

et al.

Frontiers in Psychology, Journal Year: 2025, Volume and Issue: 16

Published: April 22, 2025

Theories of expertise either predict superior performance is due to monotonic and progressive exposure a domain task or non-linear domain. The aim this study was explore the predictions these theories by use an individual differences approach investigate how age, experience, level played within sample athletes with high contributes perceptual-cognitive-motor skill. Twenty-seven players sampled from junior rugby union high-performance pathways professional teams in Australia completed in-situ test involving four attackers three defenders. Participants were presented scenarios representative typical game had decide whether, who, pass ball, execute pass, run ball. Performance scored based upon expert coach rating scale. Results indicated significant more pronounced for decision-making, than motor execution components task. Superior decision-making not dependent solely greater experience playing union, nor age played. Further, those participants who specialized positional play during scenarios. Findings indicate that may need accommodate prolonged does provide complete explanation capability make effective decisions highly individualized.

Language: Английский

Citations

0

Neuroimaging and perceptual-cognitive expertise in sport: a narrative review of research and future directions DOI
Brady S. DeCouto, Merim Bilalić, A. Mark Williams

et al.

Neuropsychologia, Journal Year: 2024, Volume and Issue: 205, P. 109032 - 109032

Published: Nov. 4, 2024

Language: Английский

Citations

3

Influence of Virtual Reality Illusions on Balance Performance and Immersive User Experience in Young Adults: A Within-Subject Experimental Study (Preprint) DOI Creative Commons
R. Achintha M. Abayasiri, Antônio Padilha Lanari Bó, Taylor J. M. Dick

et al.

JMIR Serious Games, Journal Year: 2024, Volume and Issue: unknown

Published: Dec. 20, 2024

Language: Английский

Citations

0

Investigating the Influence of Virtual Reality Illusions on Balance Performance and Immersive User Experience (Preprint) DOI Creative Commons
R. Achintha M. Abayasiri, Antônio Padilha Lanari Bó, Taylor J. M. Dick

et al.

Published: Dec. 20, 2024

BACKGROUND Rehabilitation interventions to improve standing balance are often tedious and complex limiting user engagement increasing the burden of clinicians delivering them. Virtual Reality (VR) has been incorporated into such practices as a solution VR illusions have emerged method for perturbing within interventions. However, influence on performance, Centre Pressure (CoP), experience metrics remains under explored. OBJECTIVE This study aimed evaluate impact in young adults. METHODS Young healthy adults (n=15, age: 18-35) played table tennis game while force plate were provided with eight directional magnitude-based scaled according participants’ heights. generated by offsetting position playing hand through trials each participant. Each illusion was delivered throughout final 50 seconds 70-second trial. Absolute CoP displacements, tendency displacement performance analysed illusions. Responses User Experience Questionnaire, Slater-Usoh-Steed Presence NASA Task Load Index, Sickness Questionnaire assess immersive experience. RESULTS Both magnitude changes direction led significantly greater displacements high magnitudes, anterior posterior associated higher displacements. Conversely, those magnitudes directions low performance. The varied across but showed significant association directions. responses that participants had moderate paradigm. CONCLUSIONS provides novel approach future developments more effective VR-based rehabilitation results provide inspiration development exergames can perturbate magnitude. By adjusting difficulty level illusions, personalized

Language: Английский

Citations

0