474 research outputs found

    A systematic review of commercial cognitive training devices: Implications for use in sport

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     This is the final version. Available from Frontiers Media via the DOI in this record.Background: Cognitive training (CT) aims to develop a range of skills, like attention and decision-making, through targeted training of core cognitive functions. While CT can target context specific skills, like movement anticipation, much CT is domain general, focusing on core abilities (e.g., selective attention) for transfer to a range of real-world tasks, such as spotting opponents. Commercial CT (CCT) devices are highly appealing for athletes and coaches due to their ease of use and eye-catching marketing claims. The extent to which this training transfers to performance in the sporting arena is, however, unclear. Therefore, this paper sought to provide a systematic review of evidence for beneficial training effects of CCT devices and evaluate their application to sport. Methods: An extensive search of electronic databases (PubMed, PsychInfo, GoogleScholar, and SportDiscus) was conducted to identify peer-reviewed evidence of training interventions with commercially available CT devices. Forty-three studies met the inclusion criteria and were retained for quality assessment and synthesis of results. Seventeen studies assessed transfer effects beyond laboratory cognitive tests, but only 1 directly assessed transfer to a sporting task. Results: The review of evidence showed limited support for far transfer benefits from CCT devices to sporting tasks, mainly because studies did not target the sporting environment. Additionally, a number of methodological issues with the CCT literature were identified, including small sample sizes, lack of retention tests, and limited replication of findings by researchers independent of the commercial product. Therefore, evidence for sporting benefits is currently limited by the paucity of representative transfer tests and a focus on populations with health conditions. Conclusions: Currently there is little direct evidence that the use of CCT devices can transfer to benefits for sporting performance. This conclusion, however, stems more from a lack of experimental studies in the sporting field and a lack of experimental rigor, rather than convincing null effects. Subsequently, there is an opportunity for researchers to develop more reliable findings in this area through systematic assessment in athletic populations and major methodological improvements.Defence Human Capability Science and Technology Centre, U

    An external focus of attention promotes flow experience during simulated driving

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    This is the author accepted manuscript. The final version is available from Taylor & Francis via the DOI in this record.Achieving a state of flow is associated with positive experiences and improved sporting performance (Jackson & Csikszentmihalyi, 1999). Focused attention is a fundamental component of the flow experience, but to date there has been little investigation of whether attention plays a causal role in creating flow, or is a product of it. Consequently, this study aimed to test the effect of an attentional focus manipulation on flow and performance in a simulated driving task. It was predicted that an external focus would lead to improved visuomotor control, greater flow experience and improved performance. Thirty-three participants from a student population completed the driving task under both internal and external focus instructions. Eye movements and steering wheel movements were recorded during each race. Participants reported greater flow experience (p 0.28). These findings suggest that adopting an external focus of attention may contribute to positive performance states such as flow

    Virtually the same? How impaired sensory information in virtual reality may disrupt vision for action

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    This is the final version. Available on open access from Springer via the DOI in this recordVirtual reality (VR) is a promising tool for expanding the possibilities of psychological experimentation and implementing immersive training applications. Despite a recent surge in interest, there remains an inadequate understanding of how VR impacts basic cognitive processes. Due to the artificial presentation of egocentric distance cues in virtual environments, a number of cues to depth in the optic array are impaired or placed in conflict with each other. Moreover, realistic haptic information is all but absent from current VR systems. The resulting conflicts could impact not only the execution of motor skills in VR but also raise deeper concerns about basic visual processing, and the extent to which virtual objects elicit neural and behavioural responses representative of real objects. In this brief review, we outline how the novel perceptual environment of VR may affect vision for action, by shifting users away from a dorsal mode of control. Fewer binocular cues to depth, conflicting depth information and limited haptic feedback may all impair the specialised, efficient, online control of action characteristic of the dorsal stream. A shift from dorsal to ventral control of action may create a fundamental disparity between virtual and real-world skills that has important consequences for how we understand perception and action in the virtual world.Royal Academy of Engineering (RAE

    To err again is human: exploring a bidirectional relationship between pressure and performance failure feedback

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    This is the author accepted manuscript. The final version is available from the publisher via the DOI in this recordBackground and Objectives:While the potentially negative effects of pressure on skilled performance have been well studied in laboratory- based research, theoretically driven questions based on real-world performance data are lacking. Design:We aimed to test the predictions of the newly developed Attentional Control Theory: Sport (ACTS), using archived play-by-play data from the past seven seasons of the National Football League (American Football). Methods:An additive scoring system was developed to characterize the degree of pressure on 212,356 individual offensive plays and a Bayesian regression model was used to test the relationship between performance, pressure and preceding negative outcomes, as outlined in ACTS. Results:There was found to be a clear increase in the incidence of failures on high pressure plays (odds ratio = 1.20), and on plays immediately following a previous play failure (odds ratio = 1.09). Additionally, a combined interactive effect of previous failureandpressure indicated that the feedback effect of negative outcomes was greater when pressure was already high (odds ratio = 1.10), in line with the predictions of ACTS. Conclusions:Thesefindings reveal the importance of exploring momentary changes in pressure in real-world sport settings, and the role of failure feedback in influencing the pressure-performance relationship

    A critical analysis of the functional parameters of the quiet eye using immersive virtual reality

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    This is the author accepted manuscript. The final version is available from the American Psychological Association via the DOI in this recordDirecting ocular fixations towards a target assists the planning and control of visually-guided actions. In far aiming tasks, the quiet eye, an instance of pre-movement gaze anchoring, has been extensively studied as a key performance variable. However, theories of quiet eye are yet to establish the exact functional role of the location and duration of the fixation. The present work used immersive virtual reality to manipulate key parameters of the quiet eye – location (experiment 1) and duration (experiment 2) – to test competing theoretical predictions about their importance. Across two pre-registered experiments, novice participants (n=127) completed a series of golf putts while their eye movements, putting accuracy, and putting kinematics were recorded. In experiment 1, participants’ pre-movement fixation was cued to locations on the ball, near the ball, and far from the ball. In experiment 2, long and short quiet eye durations were induced using auditory tones as cues to movement phases. Linear mixed effects models indicated that manipulations of location and duration had little effect on performance or movement kinematics. The findings suggest that, for novices, the spatial and temporal parameters of the final fixation may not be critical for movement pre-programming and may instead reflect attentional control or movement inhibition functions.Royal Academy of Engineering (RAE

    Assessing the learning and transfer of gaze behaviours in immersive virtual reality

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    This is the final version. Available on open access from Springer via the DOI in this recordAvailability of data and materials: All data are available online from the Open Science Framework [https://osf.io/5n9j3/].Virtual reality (VR) has clear potential for improving simulation training in many industries. Yet, methods for testing the fidelity, validity and training efficacy of VR environments are, in general, lagging behind their adoption. There is limited understanding of how readily skills learned in VR will transfer, and what features of training design will facilitate effective transfer. Two potentially important elements are the psychological fidelity of the environment, and the stimulus correspondence with the transfer context. In this study, we examined the effectiveness of VR for training police room searching procedures, and assessed the corresponding development of perceptual-cognitive skill through eye-tracking indices of search efficiency. Participants (n = 54) were assigned to a VR rule-learning and search training task (FTG), a search only training task (SG) or a no-practice control group (CG). Both FTG and SG developed more efficient search behaviours during the training task, as indexed by increases in saccade size and reductions in search rate. The FTG performed marginally better than the CG on a novel VR transfer test, but no better than the SG. More efficient gaze behaviours learned during training were not, however, evident during the transfer test. These findings demonstrate how VR can be used to develop perceptual-cognitive skills, but also highlight the challenges of achieving transfer of training.Royal Academy of Engineering (RAE

    Examining the roles of working memory and visual attention in multiple object tracking expertise.

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    This is the final version. Available from the publisher via the DOI in this record.When tracking multiple moving targets among visually similar distractors, human observers are capable of distributing attention over several spatial locations. It is unclear, however, whether capacity limitations or perceptual-cognitive abilities are responsible for the development of expertise in multiple object tracking. Across two experiments, we examined the role of working memory and visual attention in tracking expertise. In Experiment 1, individuals who regularly engaged in object tracking sports (soccer and rugby) displayed improved tracking performance, relative to non-tracking sports (swimming, rowing, running) (p = 0.02, ηp2 = 0.163), but no differences in gaze strategy (ps > 0.31). In Experiment 2, participants trained on an adaptive object tracking task showed improved tracking performance (p = 0.005, d = 0.817), but no changes in gaze strategy (ps > 0.07). They did, however, show significant improvement in a working memory transfer task (p < 0.001, d = 0.970). These findings indicate that the development of tracking expertise is more closely linked to processing capacity limits than perceptual-cognitive strategies

    No effect of transcranial direct current stimulation of frontal, motor or visual cortex on performance of a self-paced visuomotor skill

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    This is the author accepted manuscript. The final version is available from Elsevier via the DOI in this recordObjectives: Transcranial direct current stimulation (tDCS) is a form of neurostimulation that can modulate neural activity in targeted brain regions through electrical current applied directly to the scalp. Previous findings have shown cognitive enhancement and improved motor learning following tDCS. Consequently, there has been growing interest in direct brain stimulation for enhancing sporting skills. We aimed to assess the effect of tDCS on golf putting performance and control of visual attention. Design: Using a mixed factorial design, the effect of stimulation (between-participants) was assessed at baseline, following stimulation and in a pressure test (within-participants). Methods: 73 novice golfers were randomly assigned to transcranial direct current stimulation of frontal, motor or visual cortex, or sham stimulation. Participants first performed a series of golf putts at baseline, then while receiving tDCS and finally under pressurised conditions. Putting performance (distance from the hole) and control of visual attention (quiet eye duration) was assessed. Results: There was no effect of real tDCS stimulation compared to sham stimulation on either performance or visual attention (quiet eye durations), for any stimulation site. Conclusions: While beneficial effects of tDCS have been found in computerised cognitive tests and simple motor tasks, there is currently little evidence that this will transfer to real-world sporting performance

    A systematic review and meta-analysis of the relationship between flow states and performance

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    This is the final version. Available on open access from Routledge via the DOI in this recordData availability: All relevant data and code is available online from https://osf.io/3hfcu/Flow is an optimal experience that has received particular interest within sport because of a possible relationship with enhanced athletic performances. Yet, the strength and direction of the putative flow–performance relationship remain unclear. Consequently, a PRISMA guided systematic review was conducted in May 2020 to examine the empirical evidence for a flow–performance relationship, to examine potential mechanisms, and to assess the quality of current evidence. Peer-reviewed articles that examined the relationship between flow and performance in sport or computer gaming tasks were searched for using five online databases. The results were collated into a narrative synthesis and a meta-analysis. Twenty articles met the inclusion criteria, featuring 22 studies that were appropriate for meta-analysis. The overall quality of the studies was fairly good, with a mean quality assessment score of 76.5% (SD = 9.7). The pooled effect size (r = 0.31, 95% CI [0.24; 0.38]) indicated that across a range of sport and gaming tasks there was a medium-sized flow–performance relationship. However, current evidence is unable to determine the causal direction of this relationship or the mechanisms that mediate it. A number of conceptual and methodological challenges facing the study of flow are discussed and recommendations for future work are outlined.Royal Academy of Engineering (RAE

    Phase-Diverse Coherent Diffractive Imaging: High Sensitivity with Low Dose

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    This Letter demonstrates that coherent diffractive imaging (CDI), in combination with phase-diversity methods, provides reliable and artefact free high-resolution images. Here, using x rays, experimental results show a threefold improvement in the available image contrast. Furthermore, in conditions requiring low imaging dose, it is demonstrated that phase-diverse CDI provides a factor of 2 improvement in comparison to previous CDI techniques
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