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Exploring the Effectiveness of Immersive Video for Training Decision-Making Capability in Elite Youth Basketball Players

机译:探索沉浸式视频对训练优秀青年篮球运动员决策能力的有效性

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摘要

Decision-making is an essential capability for success in team sport athletes. Good decision-making is underpinned by perceptual-cognitive skills that allow athletes to assess the environment and choose the correct choice from a number of alternatives. Previous research has demonstrated that decision-making can be trained “off-line” by exposing athletes to gameplay scenarios and having them make decisions based on the information presented to them. These scenarios are typically presented on television monitors or using life-size projections but recent advances in immersive video capabilities provide opportunities to improve the fidelity of training by presenting a realistic, 360° view of the competition environment. The purpose of this study was to assess the effectiveness of immersive video training and whether training would improve decision-making performance in elite, youth basketball players (male and female). A training group completed 10 or 12 immersive video (360° video presented in a head-mounted display) training sessions in which they viewed and responded to gameplay scenarios across 3-weeks while the control group only participated in their usual training routine. Performance was assessed on an immersive video test and during small-sided games (SSG). The male training group had a large, non-significant improvement on immersive test score (+4.0 points) and in the SSG (+5.8 points) compared to the male control group (+0.3 points and +1.0 points, respectively). While both the female control group (+9.7 points) and training group (7.4 points) had large improvements in the immersive training test, only the female control improved their performance in the SSG (+6.9 points). Despite the mixed findings, there may be benefit for using immersive video for training decision-making skill in team sports. The implications of these findings (e.g., gender of the actors used to create stimuli, variety of scenarios presented) and the limitations of the experiment are discussed.
机译:决策是团队运动运动员成功的基本能力。良好的决策能力以感知认知能力为基础,使运动员能够评估环境并从多种选择中选择正确的选择。先前的研究表明,可以通过将运动员置于游戏场景中并让他们根据提供给他们的信息做出决定来“离线”训练决策。这些场景通常显示在电视监视器上或使用与实物大小一样的投影,但是沉浸式视频功能的最新发展为您提供了通过呈现逼真的360°竞赛环境视图来提高训练保真度的机会。这项研究的目的是评估沉浸式视频训练的有效性,以及训练是否可以改善精英,青年篮球运动员(男性和女性)的决策表现。培训小组完成了10或12个沉浸式视频(头戴式显示器上显示了360°视频)培训课程,他们在3周内查看并响应了游戏场景,而对照组仅参加了他们的常规培训程序。在沉浸式视频测试和小型游戏(SSG)中评估了性能。与男性对照组(分别为+0.3和+1.0分)相比,男性训练组的沉浸测试得分(+4.0分)和SSG(+5.8分)有较大的显着改善。尽管女性对照组(+9.7分)和训练组(7.4分)在沉浸式训练中都有很大的提高,但只有女性对照组在SSG中的表现有所提高(+6.9分)。尽管发现的结果参差不齐,但使用沉浸式视频来训练团队运动中的决策技巧可能会有好处。讨论了这些发现的含义(例如,用于创建刺激的演员的性别,所呈现的各种场景)以及实验的局限性。

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