361 research outputs found

    Time to start training: A review of cognitive research in sport and proposal for bridging the gap from academia to the field

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    Research demonstrates the importance of perceptual-cognitive skills, such as pattern matching, anticipation, and decision making in numerous sports, including badminton (Abernethy & Russell, 1987), baseball (Burroughs, 1984), basketball (Allard, Graham, & Paarsalu, 1980), handball (Johnson & Raab, 2003), rugby (Lorains, Ball, & MacMahon, 2013), soccer (Ward & Williams, 2003), squash (Abernethy, 1990), tennis (Haskins, 1965), and volleyball (Borgeaud & Abernethy, 1987). While other factors may be important (e.g., visual search patterns), the accuracy and/or speed with which athletes anticipate their opponent’s intentions and/or decide on an appropriate course of action, as assessed in domain-specific tests designed to simulate and represent real-world sporting demands have been shown to be the best and most reliable predictors of skilled performance in the field (see Mann, Williams, Ward, & Janelle, 2007). Moreover, several studies indicate that when training is based on expert models of superior performance, these skills can be improved and transfer to the field (e.g., Fadde, 2009; Ward, Suss, & Basevitch, 2009). In most elite and everyday sports training contexts, expensive research technology (such as eye-tracking equipment) is not always available to practitioners that would help us better understand the cognitive basis of, and ecological constraints of anticipation and decision-making in a way that could be leveraged to tailor training to improve individual and team performance. However, other technologies are now becoming more readily available to support the development of perceptual-cognitive skills. This is particularly timely, because although there is a growing body of research demonstrating the trainability of perceptual-cognitive skills in sport and their transfer to the field, few researchers have attempted to translate this research into accessible and useful training tools for everyday coaches and athletes (for an example, see Belling, Suss, & Ward, 2014). Moreover, research on the validation of such perceptual-cognitive or decision-making skill training tools is startlingly absent from the literature, not just from research on human factors in sport, but in human factors more broadly. In this research, we review what has worked in the past, what can be leveraged by simple and effective tools for accessible devices (e.g., personal computer, tablet), and how powerful these tools can be by reviewing changes in real world performance following their implementation. An NCAA Division 1 baseball team was given access to Axon Sports Cognitive Training for hitting in baseball for the 2013 season. Batting statistics are compared from the 2012 season, without training present, and 2013 season, with training present. The results suggest that batting improved during the season when cognitive training was available to the players. Implications for future research and application are discussed

    Toward Simulation-Based Training Validation Protocols: Exploring 3d Stereo with Incremental Rehearsal and Partial Occlusion to Instigate and Modulate Smooth Pursuit and Saccade Responses in Baseball Batting

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    “Keeping your eye on the ball” is a long-standing tenet in baseball batting. And yet, there are no protocols for objectively conditioning, measuring, and/or evaluating eye-on-ball coordination performance relative to baseball-pitch trajectories. Although video games and other virtual simulation technologies offer alternatives for training and obtaining objective measures, baseball batting instruction has relied on traditional eye-pitch coordination exercises with qualitative “face validation”, statistics of whole-task batting performance, and/or subjective batter-interrogation methods, rather than on direct, quantitative eye-movement performance evaluations. Further, protocols for validating transfer-of-training (ToT) for video games and other simulation-based training have not been established in general ― or for eye-movement training, specifically. An exploratory research study was conducted to consider the ecological and ToT validity of a part-task, virtual-fastball simulator implemented in 3D stereo along with a rotary pitching machine standing as proxy for the live-pitch referent. The virtual-fastball and live-pitch simulation couple was designed to facilitate objective eye-movement response measures to live and virtual stimuli. The objective measures 1) served to assess the ecological validity of virtual fastballs, 2) informed the characterization and comparison of eye-movement strategies employed by expert and novice batters, 3) enabled a treatment protocol relying on repurposed incremental-rehearsal and partial-occlusion methods intended to instigate and modulate strategic eye movements, and 4) revealed whether the simulation-based treatment resulted in positive (or negative) ToT in the real task. Results indicated that live fastballs consistently elicited different saccade onset time responses than virtual fastballs. Saccade onset times for live fastballs were consistent with catch-up saccades that follow the smooth-pursuit maximum velocity threshold of approximately 40-70˚/sec while saccade onset times for virtual fastballs lagged in the order of 13%. More experienced batters employed more deliberate and timely combinations of smooth pursuit and catch-up saccades than less experienced batters, enabling them to position their eye to meet the ball near the front edge of home plate. Smooth pursuit and saccade modulation from treatment was inconclusive from virtual-pitch pre- and post-treatment comparisons, but comparisons of live-pitch pre- and post-treatment indicate ToT improvements. Lagging saccade onset times from virtual-pitch suggest possible accommodative-vergence impairment due to accommodation-vergence conflict inherent to 3D stereo displays

    Accelerating Expertise with Part-Task Training of Macrocognitive Skills in the Baseball Workplace

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    Accelerating expert performance has frustrated many researchers and trainers in human factors, naturalistic decision-making, sport science, and expertise studies – with insufficient application of expert performance theories, findings and methods to the training macrocognitive aspects of human performance. Video-occlusion methods perfected by sports expertise researchers can have great utility, in some cases offering an effective and inexpensive alternative to high-fidelity simulation. The problem seems to be that expertise research done in laboratory and field settings doesn’t get adequately translated into workplace training. So, this article presents a framework for better linkage of expertise research/training across laboratory, field, and workplace settings. It uses a field-based case study to trace the development and implementation of a macrocognitive training program in the very challenging workplace of the baseball batters’ box. This training embedded for a full season in a college baseball team targets the perceptual-cognitive skill of pitch recognition that allows expert batters to circumvent limitations of human reaction time to hit 90 mile-per-hour sliders. While baseball batting has few analogous skills outside of sports, the operational principle of the training program has wider applicability and implications. Its core operational principle, supported by information processing models but challenged by ecological models, de-couples the perception-action link for targeted part-task training of the perception component, much in the same way that motor components are routinely isolated to leverage instructional efficiencies. After targeted training, perception and action are recoupled via transfer-appropriate tasks that have been inspired by in situ research tasks. In the case reported here, and potentially in many domains beyond sports, part-task perceptual-cognitive training improved macrocognitive skills and full-skill performance

    Accelerating Expertise with Part-Task Training of Macrocognitive Skills in the Baseball Workplace

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    Accelerating expert performance has frustrated many researchers and trainers in human factors, naturalistic decision-making, sport science, and expertise studies – with insufficient application of expert performance theories, findings and methods to the training macrocognitive aspects of human performance. Video-occlusion methods perfected by sports expertise researchers can have great utility, in some cases offering an effective and inexpensive alternative to high-fidelity simulation. The problem seems to be that expertise research done in laboratory and field settings doesn’t get adequately translated into workplace training. So, this article presents a framework for better linkage of expertise research/training across laboratory, field, and workplace settings. It uses a field-based case study to trace the development and implementation of a macrocognitive training program in the very challenging workplace of the baseball batters’ box. This training embedded for a full season in a college baseball team targets the perceptual-cognitive skill of pitch recognition that allows expert batters to circumvent limitations of human reaction time to hit 90 mile-per-hour sliders. While baseball batting has few analogous skills outside of sports, the operational principle of the training program has wider applicability and implications. Its core operational principle, supported by information processing models but challenged by ecological models, de-couples the perception-action link for targeted part-task training of the perception component, much in the same way that motor components are routinely isolated to leverage instructional efficiencies. After targeted training, perception and action are recoupled via transfer-appropriate tasks that have been inspired by in situ research tasks. In the case reported here, and potentially in many domains beyond sports, part-task perceptual-cognitive training improved macrocognitive skills and full-skill performance

    Dynamic simulation of human motion

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    In order to study the mechanisms behind the human motion and its disorders, and to comprehend how do neuromuscular impairments affect the human movements, it is crucial to know the human musculoskeletal system. This knowledge is also essential to effectively model and analyse the musculoskeletal system, and to classify the human movement. With this work we conducted preliminary studies over a musculoskeletal model in motion, and performed a comparative analysis in gait between two models: one with a non-pathological gait and another with a disordered gait

    Sports, Inc. Volume 3, Issue 1

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    The ILR Cornell Sports Business Society magazine is a semester publication titled Sports, Inc. This publication serves as a space for our membership to publish and feature in-depth research and well-thought out ideas to advance the world of sport. The magazine can be found in the Office of Student Services and is distributed to alumni who come visit us on campus. Issues are reproduced here with permission of the ILR Cornell Sports Business Society.https://digitalcommons.ilr.cornell.edu/sportsinc/1003/thumbnail.jp

    v. 82, issue 20, April 23, 2015

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    Integrating the Nintendo Wii into Therapy: Resources for Occupational Therapy Practitioners

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    Therapists have the challenge of identifying a variety of interesting, meaningful, and purposeful intervention activities for individuals needing rehabilitation services (Weiss, Rand, Katz, & Kizony, 2004). The purpose of this project was to develop educational resources for occupational therapists on the integration of the Nintendo Wii as an intervention. An extensive literature review was conducted using PubMed, SCOPUS, CINAHL, professional journals, and news articles to investigate the health related effects of utilizing virtual reality and video games in the rehabilitation process. Currently, there is minimal research identifying the benefits of video games in occupational therapy practice and no protocols were found to assist occupational therapists with implementing the Nintendo Wii into occupational therapy practice. Resources were developed to educate occupational therapy practitioners on integrating the Nintendo Wii as an occupational therapy intervention. Resources include an educational in-service, a system set-up guide, instructions for creating a Mii character, an activity analysis of the Nintendo Wii Sports games, suggested intervention chart for select performance skills, and case scenario application activities. The educational inservice provides information on the role of virtual reality in rehabilitation, benefits and precautions/contraindications of virtual reality, identification of Nintendo Wii equipment, and system set-up instructions. The Adult Learning Theory and the Model of Human Occupation were utilized in the development of the product. This educational in-service provides occupational therapists with information on the integration of the Nintendo Wii. It provides foundational knowledge allowing therapists to adapt and modify the use of the Nintendo Wii to facilitate occupational performance and client-centered practice. The authors of this scholarly project recommend that the Nintendo Wii be used as an adjunct to occupation-based intervention. It is also recommended that more research be conducted regarding the use of video games, specifically the Nintendo Wii, in occupational therapy to determine the efficacy of this type of approach

    Kinetic Energy Transfer during the Serve

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    Several studies have established the pattern used in the over arm hitting and throwing movements, however to date there has not been one which statistically expresses the Kinetic Link Principle of the tennis serve. The main goals of this study were: first to investigate the kinetic energy transmission pattern using a complete mechanical body model and second, to create a tool which could help evaluating the individual technique of a tennis player. This tool was a statistical procedure which expressed the individual technique of a player as a mathematical function. Fourteen and twelve flat tennis serves of two top tennis players landing in an aiming area were recorded with two synchronized video cameras at 125 Hz. The experimental technique was 3D photogrammetry. A 28 points body model with five solid-rigid (the pelvis, the thorax, the upper arms and the racquet) was built. The kinetic energies from the body segments were considered the biomechanical parameters. The mean speeds of the balls were 41.9 m/s and 38.1 m/s. A Kinetic Sequential Action Muscle principle based on the kinetic energy transfer was probed statistically by mean a correlation analysis. This pattern showed the existence of a proximal to distal sequence of kinetic energy maximums. A significant discriminant function for each player could predict the category of the serve ("good" or "bad") in the 78,6 % and 100 % of the cases. This function facilitated the understanding of the individual technique of a tennis player showing that this could be a tool for the tennis training complementary to the qualitative (observational) analysis

    Wii are out of Control: Bodies, Game Screens and the Production of Gestural Excess

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    This paper looks at the ways that the Nintendo Wii might shift the locus of game analysis away from the screen and more towards players’ corporeal relationship to the screen. The Wii hardware and software, the television screen, the physical space and players’ bodies constitute an intriguing form of kinaesthetic play that borrows from cultural fantasies about virtual reality. This play, while conditioned by the goal driven and control logics of gameplay nevertheless leads to a production of ‘gestural excess’ as bodies twist, contort and perform in ways that the game as such neither demands nor necessarily accommodates
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