Pub Date : 2024-02-12DOI: 10.3389/fspor.2024.1294803
P. Ehnold, Andreas Gohritz, Lena Lotzen, Torsten Schlesinger
Career-related (financial) reasons as well as advantages in terms of expanding social support systems, promoting a balanced lifestyle and personal development suggest that female soccer players should pursue academic or vocational education in parallel to elite sport. However, dual careers are fraught with challenges, mainly due to simultaneity in time and the associated conflicting goals. The aim of this article is to analyze the vocational or academic educational careers of professional female soccer players.To generate the data, an online survey was conducted among soccer players in the German Women's Bundesliga and 2nd Women's Bundesliga. A total of n = 200 questionnaires (German: n = 191; English: n = 9) were included in the analysis, which corresponds to approx. 29.6% of the population addressed.90.6% of the players are pursuing or have already completed academic or vocational education. The majority (71.2%) of female soccer players choose to study. 81.8% of players report no impact or even a positive impact of soccer on their performance in academic or vocational education. Willingness to pursue and complete academic or vocational education is influenced by membership of the A-National Team, time spent playing soccer, form of school-leaving qualification, nationality and age.This study increases the visibility of professional women's soccer as an object of analysis in sports science research, follows up on demands for a more athlete-centered approach and generates further insights for research and practice with regard to the success of dual careers in elite sport.
{"title":"Soccer above all? Analysis of academic and vocational education among female soccer players in the German women's Bundesliga and 2nd women's Bundesliga","authors":"P. Ehnold, Andreas Gohritz, Lena Lotzen, Torsten Schlesinger","doi":"10.3389/fspor.2024.1294803","DOIUrl":"https://doi.org/10.3389/fspor.2024.1294803","url":null,"abstract":"Career-related (financial) reasons as well as advantages in terms of expanding social support systems, promoting a balanced lifestyle and personal development suggest that female soccer players should pursue academic or vocational education in parallel to elite sport. However, dual careers are fraught with challenges, mainly due to simultaneity in time and the associated conflicting goals. The aim of this article is to analyze the vocational or academic educational careers of professional female soccer players.To generate the data, an online survey was conducted among soccer players in the German Women's Bundesliga and 2nd Women's Bundesliga. A total of n = 200 questionnaires (German: n = 191; English: n = 9) were included in the analysis, which corresponds to approx. 29.6% of the population addressed.90.6% of the players are pursuing or have already completed academic or vocational education. The majority (71.2%) of female soccer players choose to study. 81.8% of players report no impact or even a positive impact of soccer on their performance in academic or vocational education. Willingness to pursue and complete academic or vocational education is influenced by membership of the A-National Team, time spent playing soccer, form of school-leaving qualification, nationality and age.This study increases the visibility of professional women's soccer as an object of analysis in sports science research, follows up on demands for a more athlete-centered approach and generates further insights for research and practice with regard to the success of dual careers in elite sport.","PeriodicalId":509602,"journal":{"name":"Frontiers in Sports and Active Living","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-02-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139842418","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-12DOI: 10.3389/fspor.2024.1324016
Gilles Montagne, Nicolas Mascret, Martin Bossard, Loïc Chomienne, Simon Ledouit, Guillaume Rao, Nicolas Tordi, Eulalie Verhulst, Richard Kulpa
The ambition of our contribution is to show how an interdisciplinary framework can pave the way for the deployment of innovative virtual reality training sessions to improve anticipation skills in top-level athletes. This improvement is so challenging that some authors say it is like “training for the impossible”. This framework, currently being implemented as part of a project to prepare athletes for the 2024 Olympic Games in Paris, based on the ecological-dynamics approach to expertise, is innovative in its interdisciplinary nature, but also and above all because it overcomes the limitations of more traditional training methods in the field designed to optimize anticipation skills in top-level athletes. The ambition is to tackle successive challenges ranging from the design of virtual partners and opponents to the deployment of training programs in virtual reality, while ensuring the acceptability and acceptance of such innovative virtual reality training protocols and measuring associated workloads.
{"title":"An interdisciplinary framework to optimize the anticipation skills of high-level athletes using virtual reality","authors":"Gilles Montagne, Nicolas Mascret, Martin Bossard, Loïc Chomienne, Simon Ledouit, Guillaume Rao, Nicolas Tordi, Eulalie Verhulst, Richard Kulpa","doi":"10.3389/fspor.2024.1324016","DOIUrl":"https://doi.org/10.3389/fspor.2024.1324016","url":null,"abstract":"The ambition of our contribution is to show how an interdisciplinary framework can pave the way for the deployment of innovative virtual reality training sessions to improve anticipation skills in top-level athletes. This improvement is so challenging that some authors say it is like “training for the impossible”. This framework, currently being implemented as part of a project to prepare athletes for the 2024 Olympic Games in Paris, based on the ecological-dynamics approach to expertise, is innovative in its interdisciplinary nature, but also and above all because it overcomes the limitations of more traditional training methods in the field designed to optimize anticipation skills in top-level athletes. The ambition is to tackle successive challenges ranging from the design of virtual partners and opponents to the deployment of training programs in virtual reality, while ensuring the acceptability and acceptance of such innovative virtual reality training protocols and measuring associated workloads.","PeriodicalId":509602,"journal":{"name":"Frontiers in Sports and Active Living","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-02-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139783469","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-09DOI: 10.3389/fspor.2024.1349521
K. Naugle, Xzaliya A. Cervantes, Carolyn L. Boone, Brandon Wind, Kelly M. Naugle
Research suggests that engaging in active virtual reality (VR) video games can elicit light to moderate levels of physical activity (PA), making it a novel and fun mode of exercise. Further research is needed to understand the influence of VR on perceptions of exertion and enjoyment during PA.The objectives of this study are (1) to compare actual and perceived exertion within and between active VR games with varying levels of difficulty and (2) to determine how playing active VR games influences PA enjoyment during gameplay.A total of 18 participants completed four separate study sessions, during which they engaged in either a 15-min bout of traditional exercise (stationary cycling) or played one VR game. Heart rate (HR) and ratings of perceived exertion (RPE) using the Borg CR10 scale were assessed during VR gameplay and cycling. Enjoyment was measured after gameplay. VR games included playing Holopoint at level 2 and level 3 and Hot Squat. Repeated measures ANOVAs were used to examine (1) changes in HR and RPE across time within games and (2) differences in actual and perceived levels of intensity and enjoyment between games. Bivariate correlations examined the relationship between the degree of change in actual intensity and the degree of change in perceived intensity during each VR game and cycling.The analyses revealed that RPE and HR significantly increased from baseline during each condition and generally increased across the 15-min of gameplay. Hot Squat and cycling elicited a significantly higher percentage of heart rate reserve (%HRR) than Holopoint at levels 2 and 3. Holopoint level 3 elicited a higher %HRR than Holopoint level 2. The participants reported greater average and max RPE during Hot Squat and cycling compared with Holopoint at levels 2 and 3. The correlations revealed a significant positive correlation between the degree of change in HR and RPE for cycling, but no significant correlations were observed for any of the VR conditions. The physical activity during Holopoint at both levels was rated as more enjoyable than Hot Squat and cycling.Our data support the notion that VR has the potential to alter individuals’ perceptions of exertion during PA and, in particular, may reduce their awareness of increases in actual exertion.
{"title":"Exploring actual and perceived levels of physical activity intensity during virtual reality active games","authors":"K. Naugle, Xzaliya A. Cervantes, Carolyn L. Boone, Brandon Wind, Kelly M. Naugle","doi":"10.3389/fspor.2024.1349521","DOIUrl":"https://doi.org/10.3389/fspor.2024.1349521","url":null,"abstract":"Research suggests that engaging in active virtual reality (VR) video games can elicit light to moderate levels of physical activity (PA), making it a novel and fun mode of exercise. Further research is needed to understand the influence of VR on perceptions of exertion and enjoyment during PA.The objectives of this study are (1) to compare actual and perceived exertion within and between active VR games with varying levels of difficulty and (2) to determine how playing active VR games influences PA enjoyment during gameplay.A total of 18 participants completed four separate study sessions, during which they engaged in either a 15-min bout of traditional exercise (stationary cycling) or played one VR game. Heart rate (HR) and ratings of perceived exertion (RPE) using the Borg CR10 scale were assessed during VR gameplay and cycling. Enjoyment was measured after gameplay. VR games included playing Holopoint at level 2 and level 3 and Hot Squat. Repeated measures ANOVAs were used to examine (1) changes in HR and RPE across time within games and (2) differences in actual and perceived levels of intensity and enjoyment between games. Bivariate correlations examined the relationship between the degree of change in actual intensity and the degree of change in perceived intensity during each VR game and cycling.The analyses revealed that RPE and HR significantly increased from baseline during each condition and generally increased across the 15-min of gameplay. Hot Squat and cycling elicited a significantly higher percentage of heart rate reserve (%HRR) than Holopoint at levels 2 and 3. Holopoint level 3 elicited a higher %HRR than Holopoint level 2. The participants reported greater average and max RPE during Hot Squat and cycling compared with Holopoint at levels 2 and 3. The correlations revealed a significant positive correlation between the degree of change in HR and RPE for cycling, but no significant correlations were observed for any of the VR conditions. The physical activity during Holopoint at both levels was rated as more enjoyable than Hot Squat and cycling.Our data support the notion that VR has the potential to alter individuals’ perceptions of exertion during PA and, in particular, may reduce their awareness of increases in actual exertion.","PeriodicalId":509602,"journal":{"name":"Frontiers in Sports and Active Living","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-02-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139788403","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-09DOI: 10.3389/fspor.2024.1251047
A. Gáspari, Mayni Gabriele Zaminiani, Manoela de Carvalho Vilarinho, Danilo Caruso, Patricia dos Santos Guimarães, Rafael Perlotti Piunti, Alex Itaborahy, Antonio Carlos de Moraes
This study aimed to investigate recovery markers among elite climbers following the National Boulder Championship. We assessed maximum isometric hand grip strength (HS), forearm swelling (circumference), delayed soreness in forearm muscles, tiredness, and exercise readiness at several time points: pre-competition, immediately post-competition (within 4 min after their last effort), and 12, 24, 48, and 60 h post-competition. Maximum isometric hand grip strength decreased by 6.38 ± 1.32% (p = 0.006) post-12 h, returning to pre-competition values post-24 h (all p > 0.05). Forearm circumference (FC) increased 1.78 ± 1.77% (p < 0.001) post-competition, returning to pre-competition values post-12 h (all p > 0.05). Forearm pain (FP) increased post-competition (p = 0.002) and post-12 h (p < 0.001), returning to pre-competition values post-24 h (all p > 0.05). Tiredness increased post-competition (p < 0.001), post-12 h (p < 0.001), and post-24 h (p < 0.001), returning to pre-competition values post-48 h (all p > 0.05). Climbing readiness was reduced post-competition (p < 0.001), post-12 h (p < 0.001), post-24 h (p < 0.001), and post-48 h (p = 0.005), only returning to pre-competition values post-60 h (p = 0.189). Visual analysis of individual data pointed out a relatively small variability in the HS and FC markers, while FP, tiredness, and readiness exhibited larger individual variations. These findings indicate that different recovery patterns exist for the analyzed markers, suggesting that athletes may require up to 60 h after a competition to fully recover and regain their ability to face new competitive challenges.
{"title":"Recovery markers in elite climbers after the national boulder climbing championship","authors":"A. Gáspari, Mayni Gabriele Zaminiani, Manoela de Carvalho Vilarinho, Danilo Caruso, Patricia dos Santos Guimarães, Rafael Perlotti Piunti, Alex Itaborahy, Antonio Carlos de Moraes","doi":"10.3389/fspor.2024.1251047","DOIUrl":"https://doi.org/10.3389/fspor.2024.1251047","url":null,"abstract":"This study aimed to investigate recovery markers among elite climbers following the National Boulder Championship. We assessed maximum isometric hand grip strength (HS), forearm swelling (circumference), delayed soreness in forearm muscles, tiredness, and exercise readiness at several time points: pre-competition, immediately post-competition (within 4 min after their last effort), and 12, 24, 48, and 60 h post-competition. Maximum isometric hand grip strength decreased by 6.38 ± 1.32% (p = 0.006) post-12 h, returning to pre-competition values post-24 h (all p > 0.05). Forearm circumference (FC) increased 1.78 ± 1.77% (p < 0.001) post-competition, returning to pre-competition values post-12 h (all p > 0.05). Forearm pain (FP) increased post-competition (p = 0.002) and post-12 h (p < 0.001), returning to pre-competition values post-24 h (all p > 0.05). Tiredness increased post-competition (p < 0.001), post-12 h (p < 0.001), and post-24 h (p < 0.001), returning to pre-competition values post-48 h (all p > 0.05). Climbing readiness was reduced post-competition (p < 0.001), post-12 h (p < 0.001), post-24 h (p < 0.001), and post-48 h (p = 0.005), only returning to pre-competition values post-60 h (p = 0.189). Visual analysis of individual data pointed out a relatively small variability in the HS and FC markers, while FP, tiredness, and readiness exhibited larger individual variations. These findings indicate that different recovery patterns exist for the analyzed markers, suggesting that athletes may require up to 60 h after a competition to fully recover and regain their ability to face new competitive challenges.","PeriodicalId":509602,"journal":{"name":"Frontiers in Sports and Active Living","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-02-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139790339","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Table tennis players perform visually guided visuomotor responses countlessly. The exposure of the visual system to frequent and long-term motion stimulation has been known to improve perceptual motion detection and discrimination abilities as a learning effect specific to that stimulus, so may also improve visuo-oculomotor performance. We hypothesized and verified that table tennis players have good spatial accuracy of saccades to moving targets.University table tennis players (TT group) and control participants with no striking-sports experience (Control group) wore a virtual reality headset and performed two ball-tracking tasks to track moving and stationary targets in virtual reality. The ball moved from a predetermined position on the opponent's court toward the participant's court. A total of 54 conditions were examined for the moving targets in combinations of three ball trajectories (familiar parabolic, unfamiliar descent, and unfamiliar horizontal), three courses (left, right, and center), and six speeds.All participants primarily used catch-up saccades to track the moving ball. The TT group had lower mean and inter-trial variability in saccade endpoint error compared to the Control group, showing higher spatial accuracy and precision, respectively. It suggests their improvement of the ability to analyze the direction and speed of the ball's movement and predict its trajectory and future destination. The superiority of the spatial accuracy in the TT group was seen in both the right and the left courses for all trajectories but that of precision was for familiar parabolic only. The trajectory dependence of improved saccade precision in the TT group implies the possibility that the motion vision system is trained by the visual stimuli frequently encountered in table tennis. There was no difference between the two groups in the onset time or spatial accuracy of saccades for stationary targets appearing at various positions on the ping-pong table.Table tennis players can obtain high performance (spatial accuracy and precision) of saccades to track moving targets as a result of motion vision ability improved through a vast amount of visual and visuo-ocular experience in their play.
{"title":"Table tennis players use superior saccadic eye movements to track moving visual targets","authors":"Riku Nakazato, Chisa Aoyama, Takaaki Komiyama, Ryoto Himo, Satoshi Shimegi","doi":"10.3389/fspor.2024.1289800","DOIUrl":"https://doi.org/10.3389/fspor.2024.1289800","url":null,"abstract":"Table tennis players perform visually guided visuomotor responses countlessly. The exposure of the visual system to frequent and long-term motion stimulation has been known to improve perceptual motion detection and discrimination abilities as a learning effect specific to that stimulus, so may also improve visuo-oculomotor performance. We hypothesized and verified that table tennis players have good spatial accuracy of saccades to moving targets.University table tennis players (TT group) and control participants with no striking-sports experience (Control group) wore a virtual reality headset and performed two ball-tracking tasks to track moving and stationary targets in virtual reality. The ball moved from a predetermined position on the opponent's court toward the participant's court. A total of 54 conditions were examined for the moving targets in combinations of three ball trajectories (familiar parabolic, unfamiliar descent, and unfamiliar horizontal), three courses (left, right, and center), and six speeds.All participants primarily used catch-up saccades to track the moving ball. The TT group had lower mean and inter-trial variability in saccade endpoint error compared to the Control group, showing higher spatial accuracy and precision, respectively. It suggests their improvement of the ability to analyze the direction and speed of the ball's movement and predict its trajectory and future destination. The superiority of the spatial accuracy in the TT group was seen in both the right and the left courses for all trajectories but that of precision was for familiar parabolic only. The trajectory dependence of improved saccade precision in the TT group implies the possibility that the motion vision system is trained by the visual stimuli frequently encountered in table tennis. There was no difference between the two groups in the onset time or spatial accuracy of saccades for stationary targets appearing at various positions on the ping-pong table.Table tennis players can obtain high performance (spatial accuracy and precision) of saccades to track moving targets as a result of motion vision ability improved through a vast amount of visual and visuo-ocular experience in their play.","PeriodicalId":509602,"journal":{"name":"Frontiers in Sports and Active Living","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-02-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139789020","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-09DOI: 10.3389/fspor.2024.1349521
K. Naugle, Xzaliya A. Cervantes, Carolyn L. Boone, Brandon Wind, Kelly M. Naugle
Research suggests that engaging in active virtual reality (VR) video games can elicit light to moderate levels of physical activity (PA), making it a novel and fun mode of exercise. Further research is needed to understand the influence of VR on perceptions of exertion and enjoyment during PA.The objectives of this study are (1) to compare actual and perceived exertion within and between active VR games with varying levels of difficulty and (2) to determine how playing active VR games influences PA enjoyment during gameplay.A total of 18 participants completed four separate study sessions, during which they engaged in either a 15-min bout of traditional exercise (stationary cycling) or played one VR game. Heart rate (HR) and ratings of perceived exertion (RPE) using the Borg CR10 scale were assessed during VR gameplay and cycling. Enjoyment was measured after gameplay. VR games included playing Holopoint at level 2 and level 3 and Hot Squat. Repeated measures ANOVAs were used to examine (1) changes in HR and RPE across time within games and (2) differences in actual and perceived levels of intensity and enjoyment between games. Bivariate correlations examined the relationship between the degree of change in actual intensity and the degree of change in perceived intensity during each VR game and cycling.The analyses revealed that RPE and HR significantly increased from baseline during each condition and generally increased across the 15-min of gameplay. Hot Squat and cycling elicited a significantly higher percentage of heart rate reserve (%HRR) than Holopoint at levels 2 and 3. Holopoint level 3 elicited a higher %HRR than Holopoint level 2. The participants reported greater average and max RPE during Hot Squat and cycling compared with Holopoint at levels 2 and 3. The correlations revealed a significant positive correlation between the degree of change in HR and RPE for cycling, but no significant correlations were observed for any of the VR conditions. The physical activity during Holopoint at both levels was rated as more enjoyable than Hot Squat and cycling.Our data support the notion that VR has the potential to alter individuals’ perceptions of exertion during PA and, in particular, may reduce their awareness of increases in actual exertion.
{"title":"Exploring actual and perceived levels of physical activity intensity during virtual reality active games","authors":"K. Naugle, Xzaliya A. Cervantes, Carolyn L. Boone, Brandon Wind, Kelly M. Naugle","doi":"10.3389/fspor.2024.1349521","DOIUrl":"https://doi.org/10.3389/fspor.2024.1349521","url":null,"abstract":"Research suggests that engaging in active virtual reality (VR) video games can elicit light to moderate levels of physical activity (PA), making it a novel and fun mode of exercise. Further research is needed to understand the influence of VR on perceptions of exertion and enjoyment during PA.The objectives of this study are (1) to compare actual and perceived exertion within and between active VR games with varying levels of difficulty and (2) to determine how playing active VR games influences PA enjoyment during gameplay.A total of 18 participants completed four separate study sessions, during which they engaged in either a 15-min bout of traditional exercise (stationary cycling) or played one VR game. Heart rate (HR) and ratings of perceived exertion (RPE) using the Borg CR10 scale were assessed during VR gameplay and cycling. Enjoyment was measured after gameplay. VR games included playing Holopoint at level 2 and level 3 and Hot Squat. Repeated measures ANOVAs were used to examine (1) changes in HR and RPE across time within games and (2) differences in actual and perceived levels of intensity and enjoyment between games. Bivariate correlations examined the relationship between the degree of change in actual intensity and the degree of change in perceived intensity during each VR game and cycling.The analyses revealed that RPE and HR significantly increased from baseline during each condition and generally increased across the 15-min of gameplay. Hot Squat and cycling elicited a significantly higher percentage of heart rate reserve (%HRR) than Holopoint at levels 2 and 3. Holopoint level 3 elicited a higher %HRR than Holopoint level 2. The participants reported greater average and max RPE during Hot Squat and cycling compared with Holopoint at levels 2 and 3. The correlations revealed a significant positive correlation between the degree of change in HR and RPE for cycling, but no significant correlations were observed for any of the VR conditions. The physical activity during Holopoint at both levels was rated as more enjoyable than Hot Squat and cycling.Our data support the notion that VR has the potential to alter individuals’ perceptions of exertion during PA and, in particular, may reduce their awareness of increases in actual exertion.","PeriodicalId":509602,"journal":{"name":"Frontiers in Sports and Active Living","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-02-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139848365","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Table tennis players perform visually guided visuomotor responses countlessly. The exposure of the visual system to frequent and long-term motion stimulation has been known to improve perceptual motion detection and discrimination abilities as a learning effect specific to that stimulus, so may also improve visuo-oculomotor performance. We hypothesized and verified that table tennis players have good spatial accuracy of saccades to moving targets.University table tennis players (TT group) and control participants with no striking-sports experience (Control group) wore a virtual reality headset and performed two ball-tracking tasks to track moving and stationary targets in virtual reality. The ball moved from a predetermined position on the opponent's court toward the participant's court. A total of 54 conditions were examined for the moving targets in combinations of three ball trajectories (familiar parabolic, unfamiliar descent, and unfamiliar horizontal), three courses (left, right, and center), and six speeds.All participants primarily used catch-up saccades to track the moving ball. The TT group had lower mean and inter-trial variability in saccade endpoint error compared to the Control group, showing higher spatial accuracy and precision, respectively. It suggests their improvement of the ability to analyze the direction and speed of the ball's movement and predict its trajectory and future destination. The superiority of the spatial accuracy in the TT group was seen in both the right and the left courses for all trajectories but that of precision was for familiar parabolic only. The trajectory dependence of improved saccade precision in the TT group implies the possibility that the motion vision system is trained by the visual stimuli frequently encountered in table tennis. There was no difference between the two groups in the onset time or spatial accuracy of saccades for stationary targets appearing at various positions on the ping-pong table.Table tennis players can obtain high performance (spatial accuracy and precision) of saccades to track moving targets as a result of motion vision ability improved through a vast amount of visual and visuo-ocular experience in their play.
{"title":"Table tennis players use superior saccadic eye movements to track moving visual targets","authors":"Riku Nakazato, Chisa Aoyama, Takaaki Komiyama, Ryoto Himo, Satoshi Shimegi","doi":"10.3389/fspor.2024.1289800","DOIUrl":"https://doi.org/10.3389/fspor.2024.1289800","url":null,"abstract":"Table tennis players perform visually guided visuomotor responses countlessly. The exposure of the visual system to frequent and long-term motion stimulation has been known to improve perceptual motion detection and discrimination abilities as a learning effect specific to that stimulus, so may also improve visuo-oculomotor performance. We hypothesized and verified that table tennis players have good spatial accuracy of saccades to moving targets.University table tennis players (TT group) and control participants with no striking-sports experience (Control group) wore a virtual reality headset and performed two ball-tracking tasks to track moving and stationary targets in virtual reality. The ball moved from a predetermined position on the opponent's court toward the participant's court. A total of 54 conditions were examined for the moving targets in combinations of three ball trajectories (familiar parabolic, unfamiliar descent, and unfamiliar horizontal), three courses (left, right, and center), and six speeds.All participants primarily used catch-up saccades to track the moving ball. The TT group had lower mean and inter-trial variability in saccade endpoint error compared to the Control group, showing higher spatial accuracy and precision, respectively. It suggests their improvement of the ability to analyze the direction and speed of the ball's movement and predict its trajectory and future destination. The superiority of the spatial accuracy in the TT group was seen in both the right and the left courses for all trajectories but that of precision was for familiar parabolic only. The trajectory dependence of improved saccade precision in the TT group implies the possibility that the motion vision system is trained by the visual stimuli frequently encountered in table tennis. There was no difference between the two groups in the onset time or spatial accuracy of saccades for stationary targets appearing at various positions on the ping-pong table.Table tennis players can obtain high performance (spatial accuracy and precision) of saccades to track moving targets as a result of motion vision ability improved through a vast amount of visual and visuo-ocular experience in their play.","PeriodicalId":509602,"journal":{"name":"Frontiers in Sports and Active Living","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-02-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139848652","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-09DOI: 10.3389/fspor.2024.1251047
A. Gáspari, Mayni Gabriele Zaminiani, Manoela de Carvalho Vilarinho, Danilo Caruso, Patricia dos Santos Guimarães, Rafael Perlotti Piunti, Alex Itaborahy, Antonio Carlos de Moraes
This study aimed to investigate recovery markers among elite climbers following the National Boulder Championship. We assessed maximum isometric hand grip strength (HS), forearm swelling (circumference), delayed soreness in forearm muscles, tiredness, and exercise readiness at several time points: pre-competition, immediately post-competition (within 4 min after their last effort), and 12, 24, 48, and 60 h post-competition. Maximum isometric hand grip strength decreased by 6.38 ± 1.32% (p = 0.006) post-12 h, returning to pre-competition values post-24 h (all p > 0.05). Forearm circumference (FC) increased 1.78 ± 1.77% (p < 0.001) post-competition, returning to pre-competition values post-12 h (all p > 0.05). Forearm pain (FP) increased post-competition (p = 0.002) and post-12 h (p < 0.001), returning to pre-competition values post-24 h (all p > 0.05). Tiredness increased post-competition (p < 0.001), post-12 h (p < 0.001), and post-24 h (p < 0.001), returning to pre-competition values post-48 h (all p > 0.05). Climbing readiness was reduced post-competition (p < 0.001), post-12 h (p < 0.001), post-24 h (p < 0.001), and post-48 h (p = 0.005), only returning to pre-competition values post-60 h (p = 0.189). Visual analysis of individual data pointed out a relatively small variability in the HS and FC markers, while FP, tiredness, and readiness exhibited larger individual variations. These findings indicate that different recovery patterns exist for the analyzed markers, suggesting that athletes may require up to 60 h after a competition to fully recover and regain their ability to face new competitive challenges.
{"title":"Recovery markers in elite climbers after the national boulder climbing championship","authors":"A. Gáspari, Mayni Gabriele Zaminiani, Manoela de Carvalho Vilarinho, Danilo Caruso, Patricia dos Santos Guimarães, Rafael Perlotti Piunti, Alex Itaborahy, Antonio Carlos de Moraes","doi":"10.3389/fspor.2024.1251047","DOIUrl":"https://doi.org/10.3389/fspor.2024.1251047","url":null,"abstract":"This study aimed to investigate recovery markers among elite climbers following the National Boulder Championship. We assessed maximum isometric hand grip strength (HS), forearm swelling (circumference), delayed soreness in forearm muscles, tiredness, and exercise readiness at several time points: pre-competition, immediately post-competition (within 4 min after their last effort), and 12, 24, 48, and 60 h post-competition. Maximum isometric hand grip strength decreased by 6.38 ± 1.32% (p = 0.006) post-12 h, returning to pre-competition values post-24 h (all p > 0.05). Forearm circumference (FC) increased 1.78 ± 1.77% (p < 0.001) post-competition, returning to pre-competition values post-12 h (all p > 0.05). Forearm pain (FP) increased post-competition (p = 0.002) and post-12 h (p < 0.001), returning to pre-competition values post-24 h (all p > 0.05). Tiredness increased post-competition (p < 0.001), post-12 h (p < 0.001), and post-24 h (p < 0.001), returning to pre-competition values post-48 h (all p > 0.05). Climbing readiness was reduced post-competition (p < 0.001), post-12 h (p < 0.001), post-24 h (p < 0.001), and post-48 h (p = 0.005), only returning to pre-competition values post-60 h (p = 0.189). Visual analysis of individual data pointed out a relatively small variability in the HS and FC markers, while FP, tiredness, and readiness exhibited larger individual variations. These findings indicate that different recovery patterns exist for the analyzed markers, suggesting that athletes may require up to 60 h after a competition to fully recover and regain their ability to face new competitive challenges.","PeriodicalId":509602,"journal":{"name":"Frontiers in Sports and Active Living","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-02-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139850225","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-09DOI: 10.3389/fspor.2024.1227785
Zhenlong Yang, Peng Ke, Yiming Zhang, Feng Du, Ping Hong
Speed skating, being a popular winter sport, imposes significant demands on elite skaters, necessitating their effective assessment and adaptation to diverse environmental factors to achieve optimal race performance.The aim of this study was to conduct a thorough analysis of the predominant external factors influencing the performance of elite speed skaters.A total of 403 races, encompassing various race distances and spanning from the 2013 to the 2022 seasons, were examined for eight high-caliber speed skaters from the Chinese national team. We developed a comprehensive analytical framework utilizing an advanced back-propagation (BP) neural neural network model to assess three key factors on race performance: ice rink altitude, ice surface temperature, and race frequency.Our research indicated that the performance of all skaters improves with higher rink altitudes, particularly in races of 1,000 m and beyond. The ice surface temperature can either enhance or impaire performance and varies in its influences based on skaters' technical characteristics, which had a perceptible or even important influence on races of 1,500 m and beyond, and a negligible influence in the 500 m and 1,000 m races. An increase in race frequency generally contributed to better performance. The influence was relatively minor in the 500 m race, important in the 3,000 m race, and varied among individuals in the 1,000 m and 1,500 m races.The study results offer crucial guidelines for speed skaters and coaches, aiding in the optimization of their training and competition strategies, ultimately leading to improved competitive performance levels.
{"title":"Quantitative analysis of the dominant external factors influencing elite speed Skaters' performance using BP neural network","authors":"Zhenlong Yang, Peng Ke, Yiming Zhang, Feng Du, Ping Hong","doi":"10.3389/fspor.2024.1227785","DOIUrl":"https://doi.org/10.3389/fspor.2024.1227785","url":null,"abstract":"Speed skating, being a popular winter sport, imposes significant demands on elite skaters, necessitating their effective assessment and adaptation to diverse environmental factors to achieve optimal race performance.The aim of this study was to conduct a thorough analysis of the predominant external factors influencing the performance of elite speed skaters.A total of 403 races, encompassing various race distances and spanning from the 2013 to the 2022 seasons, were examined for eight high-caliber speed skaters from the Chinese national team. We developed a comprehensive analytical framework utilizing an advanced back-propagation (BP) neural neural network model to assess three key factors on race performance: ice rink altitude, ice surface temperature, and race frequency.Our research indicated that the performance of all skaters improves with higher rink altitudes, particularly in races of 1,000 m and beyond. The ice surface temperature can either enhance or impaire performance and varies in its influences based on skaters' technical characteristics, which had a perceptible or even important influence on races of 1,500 m and beyond, and a negligible influence in the 500 m and 1,000 m races. An increase in race frequency generally contributed to better performance. The influence was relatively minor in the 500 m race, important in the 3,000 m race, and varied among individuals in the 1,000 m and 1,500 m races.The study results offer crucial guidelines for speed skaters and coaches, aiding in the optimization of their training and competition strategies, ultimately leading to improved competitive performance levels.","PeriodicalId":509602,"journal":{"name":"Frontiers in Sports and Active Living","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-02-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139790482","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-09DOI: 10.3389/fspor.2024.1227785
Zhenlong Yang, Peng Ke, Yiming Zhang, Feng Du, Ping Hong
Speed skating, being a popular winter sport, imposes significant demands on elite skaters, necessitating their effective assessment and adaptation to diverse environmental factors to achieve optimal race performance.The aim of this study was to conduct a thorough analysis of the predominant external factors influencing the performance of elite speed skaters.A total of 403 races, encompassing various race distances and spanning from the 2013 to the 2022 seasons, were examined for eight high-caliber speed skaters from the Chinese national team. We developed a comprehensive analytical framework utilizing an advanced back-propagation (BP) neural neural network model to assess three key factors on race performance: ice rink altitude, ice surface temperature, and race frequency.Our research indicated that the performance of all skaters improves with higher rink altitudes, particularly in races of 1,000 m and beyond. The ice surface temperature can either enhance or impaire performance and varies in its influences based on skaters' technical characteristics, which had a perceptible or even important influence on races of 1,500 m and beyond, and a negligible influence in the 500 m and 1,000 m races. An increase in race frequency generally contributed to better performance. The influence was relatively minor in the 500 m race, important in the 3,000 m race, and varied among individuals in the 1,000 m and 1,500 m races.The study results offer crucial guidelines for speed skaters and coaches, aiding in the optimization of their training and competition strategies, ultimately leading to improved competitive performance levels.
{"title":"Quantitative analysis of the dominant external factors influencing elite speed Skaters' performance using BP neural network","authors":"Zhenlong Yang, Peng Ke, Yiming Zhang, Feng Du, Ping Hong","doi":"10.3389/fspor.2024.1227785","DOIUrl":"https://doi.org/10.3389/fspor.2024.1227785","url":null,"abstract":"Speed skating, being a popular winter sport, imposes significant demands on elite skaters, necessitating their effective assessment and adaptation to diverse environmental factors to achieve optimal race performance.The aim of this study was to conduct a thorough analysis of the predominant external factors influencing the performance of elite speed skaters.A total of 403 races, encompassing various race distances and spanning from the 2013 to the 2022 seasons, were examined for eight high-caliber speed skaters from the Chinese national team. We developed a comprehensive analytical framework utilizing an advanced back-propagation (BP) neural neural network model to assess three key factors on race performance: ice rink altitude, ice surface temperature, and race frequency.Our research indicated that the performance of all skaters improves with higher rink altitudes, particularly in races of 1,000 m and beyond. The ice surface temperature can either enhance or impaire performance and varies in its influences based on skaters' technical characteristics, which had a perceptible or even important influence on races of 1,500 m and beyond, and a negligible influence in the 500 m and 1,000 m races. An increase in race frequency generally contributed to better performance. The influence was relatively minor in the 500 m race, important in the 3,000 m race, and varied among individuals in the 1,000 m and 1,500 m races.The study results offer crucial guidelines for speed skaters and coaches, aiding in the optimization of their training and competition strategies, ultimately leading to improved competitive performance levels.","PeriodicalId":509602,"journal":{"name":"Frontiers in Sports and Active Living","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-02-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139850590","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}