虚拟现实拳击:注视偶发模糊对精英拳击手表现和注视行为的影响。

IF 2.3 Q2 SPORT SCIENCES Frontiers in Sports and Active Living Pub Date : 2024-12-24 eCollection Date: 2024-01-01 DOI:10.3389/fspor.2024.1430719
Annabelle Limballe, Richard Kulpa, Eulalie Verhulst, Simon Ledouit, Simon J Bennett
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引用次数: 0

摘要

在拳击等格斗运动中,运动员感知相关的视觉信息是必不可少的,这些信息使他们能够预测对手的进攻和防守动作并做出反应。在这里,我们使用虚拟现实(VR),它在保持感知-行动耦合的同时实现了标准化和可重复性,来评估注视偶发模糊对支撑这些拳击行为的视觉过程的影响。11名优秀的法国拳击手被放置在沉浸式自适应第一人称VR环境中,他们必须通过躲避一到两拳来躲避,然后反击以打击对手。虚拟现实拳击任务在中心模糊、外围模糊和控制条件下进行。结果表明,精英拳击手的结果表现对模糊具有弹性,与视野中的位置无关。然而,模糊对眼睛注视数据有影响,在外围模糊条件下,参与者花更少的时间看左手和神经丛,花更多的时间看头部和其他区域,而不是拳击手。总的来说,我们的研究提供了越来越多的证据,表明当视觉刺激被人为模糊时,动态拦截运动的表现可以保持。在未来的工作中,考虑带有视线偶发模糊的VR训练是否可以促进学习、转移和/或在受伤后重新引入真实的拳击情境,将是相关的。
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Virtual reality boxing: impact of gaze-contingent blur on elite boxers performance and gaze behavior.

It is essential in combat sports such as boxing for athletes to perceive the relevant visual information that enables them to anticipate and respond to their opponent's attacking and defensive moves. Here, we used virtual reality (VR), which enables standardization and reproducibility while maintaining perception-action coupling, to assess the influence of a gaze-contingent blur on the visual processes that underpin these boxing behaviours. Eleven elite French boxers were placed in an immersive and adaptive first-person VR environment where they had to avoid by dodging one or two punches, and then counterattack to strike their opponent. The VR boxing task was performed in a central blur, peripheral blur and control condition. The results showed that elite boxers outcome performance was resilient to blur, irrespective of its location in the visual field. However, there was an effect of blur on the eye gaze data, with participants spending less time looking at the left hand and plexus, and more time looking at the head and areas other than the boxer, in the peripheral blur condition. Overall, then, our study contributes to growing evidence that performance in dynamic interceptive sports can be maintained when the visual stimulus is artificially blurred. In future work, it will be relevant to consider whether VR training with a gaze-contingent blur can facilitate learning, transfer, and/or reintroduction after injury, to a real boxing situation.

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来源期刊
CiteScore
2.60
自引率
7.40%
发文量
459
审稿时长
15 weeks
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