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Stark P, Bozkir E, Sójka W, Huff M, Kasneci E, Göllner R. The impact of presentation modes on mental rotation processing: a comparative analysis of eye movements and performance. Sci Rep 2024; 14:12329. [PMID: 38811593 DOI: 10.1038/s41598-024-60370-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/17/2023] [Accepted: 04/22/2024] [Indexed: 05/31/2024] Open
Abstract
Mental rotation is the ability to rotate mental representations of objects in space. Shepard and Metzler's shape-matching tasks, frequently used to test mental rotation, involve presenting pictorial representations of 3D objects. This stimulus material has raised questions regarding the ecological validity of the test for mental rotation with actual visual 3D objects. To systematically investigate differences in mental rotation with pictorial and visual stimuli, we compared data of N = 54 university students from a virtual reality experiment. Comparing both conditions within subjects, we found higher accuracy and faster reaction times for 3D visual figures. We expected eye tracking to reveal differences in participants' stimulus processing and mental rotation strategies induced by the visual differences. We statistically compared fixations (locations), saccades (directions), pupil changes, and head movements. Supplementary Shapley values of a Gradient Boosting Decision Tree algorithm were analyzed, which correctly classified the two conditions using eye and head movements. The results indicated that with visual 3D figures, the encoding of spatial information was less demanding, and participants may have used egocentric transformations and perspective changes. Moreover, participants showed eye movements associated with more holistic processing for visual 3D figures and more piecemeal processing for pictorial 2D figures.
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Affiliation(s)
- Philipp Stark
- Hector Research Institute of Education Sciences and Psychology, University of Tübingen, Europastraße 6, 72072, Tübingen, Germany.
| | - Efe Bozkir
- Human-Computer Interaction, University of Tübingen, Sand 14, 72076, Tübingen, Germany
- Human-Centered Technologies for Learning, Technical University of Munich, Arcisstraße 21, 80333, Munich, Germany
| | - Weronika Sójka
- Hector Research Institute of Education Sciences and Psychology, University of Tübingen, Europastraße 6, 72072, Tübingen, Germany
| | - Markus Huff
- Department of Psychology, University of Tübingen, Schleichstraße 4, 72076, Tübingen, Germany
- Perception and Action Lab, Leibniz-Institut für Wissensmedien, Schleichstraße 6, 72076, Tübingen, Germany
| | - Enkelejda Kasneci
- Human-Centered Technologies for Learning, Technical University of Munich, Arcisstraße 21, 80333, Munich, Germany
| | - Richard Göllner
- Hector Research Institute of Education Sciences and Psychology, University of Tübingen, Europastraße 6, 72072, Tübingen, Germany
- Institute of Educational Science, Faculty of Human Sciences, University of Regensburg, Universitätsstraße 31, 93053, Regensburg, Germany
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Enhancing Operational Police Training in High Stress Situations with Virtual Reality: Experiences, Tools and Guidelines. MULTIMODAL TECHNOLOGIES AND INTERACTION 2023. [DOI: 10.3390/mti7020014] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/04/2023] Open
Abstract
Virtual Reality (VR) provides great opportunities for police officers to train decision-making and acting (DMA) in cognitively demanding and stressful situations. This paper presents a summary of findings from a three-year project, including requirements collected from experienced police trainers and industry experts, and quantitative and qualitative results of human factor studies and field trials. Findings include advantages of VR training such as the possibility to safely train high-risk situations in controllable and reproducible training environments, include a variety of avatars that would be difficult to use in real-life training (e.g., vulnerable populations or animals) and handle dangerous equipment (e.g., explosives) but also highlight challenges such as tracking, locomotion and intelligent virtual agents. The importance of strong alignment between training didactics and technical possibilities is highlighted and potential solutions presented. Furthermore training outcomes are transferable to real-world police duties and may apply to other domains that would benefit from simulation-based training.
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Chuang S. Indispensable skills for human employees in the age of robots and AI. EUROPEAN JOURNAL OF TRAINING AND DEVELOPMENT 2022. [DOI: 10.1108/ejtd-06-2022-0062] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Abstract
Purpose
Based on sociotechnical systems theory, social (human) and technological sub-systems in an organization should be taken in account when making strategic decisions and designed to fit the demands of the environment for organizational effectiveness. Yet there is very limited information in literature on whether employees are well equipped with indispensable (human) skills to prepare them combating challenges caused by advanced technology. The purpose of this study is to empirically investigate employees’ human skills that are critical for success in the Age of Robots and Artificial Intelligence from human resource development’s perspective.
Design/methodology/approach
A questionnaire was developed for the purpose of this exploratory study. A total of 422 US Midwest employees were surveyed on their human skills level that are critical for success in the Industry 4.0 transformation.
Findings
In general, the respondents could perform all the measured human skills (which can be categorized into social skillset and decision-making skillset) more than adequate but may vary by education level and gender. To strengthen one’s human skills, organizations may begin with facilitating employees on relationship building to create a support system and a strong sense of belonging, which will promote their social sensitivity and collaboration skill development, as well as decision-making skillset.
Originality/value
The findings of this study can be used for techno-structural interventions and employee development programs. This study highlights the importance of investigating human skills to cope with the changing nature of work and make upskilling more feasible and flexible for workers to be robot-proof.
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Stein JA, Hepler TC, DeBlauw JA, Beattie CM, Beshirs CD, Holte KM, Kurtz BK, Heinrich KM. Lower-body muscular power and exercise tolerance predict susceptibility to enemy fire during a tactical combat movement simulation. ERGONOMICS 2022; 65:1245-1255. [PMID: 34989329 DOI: 10.1080/00140139.2022.2025913] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/25/2021] [Accepted: 12/24/2021] [Indexed: 06/14/2023]
Abstract
This study examined if field-expedient physical fitness/performance assessments predicted performance during a simulated direct-fire engagement. Healthy subjects (n = 33, age = 25.7 ± 7.0 years) completed upper- and lower-body strength and power assessments and a 3-min all-out running test to determine critical velocity. Subjects completed a simulated direct-fire engagement that consisted of marksmanship with cognitive workload assessment and a fire-and-move drill (16 × 6-m sprints) while wearing a combat load. Susceptibility to enemy fire was modelled on average sprint duration during the fire-and-move drill. Stepwise linear regression identified predictors for the performance during the simulated direct-fire engagement. Critical velocity (β = -0.30, p < 0.01) and standing broad jump (β = -0.67, p < 0.001) predicted susceptibility to enemy fire (R2 = 0.74, p < 0.001). All predictors demonstrated poor relationships with marksmanship accuracy and cognitive performance. These data demonstrate the importance of exercise tolerance and lower-body power during simulated direct-fire engagements and provide potential targets for interventions to monitor and enhance performance and support soldier survivability. Practitioner Summary: This study identified field-expedient physical fitness/performance predictors of a simulated direct-fire engagement which evaluated susceptibility to enemy fire, marksmanship, and cognitive performance. Our findings suggest that high-intensity exercise tolerance and lower-body power are key determinants of performance that predicted susceptibility to enemy fire.
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Affiliation(s)
- Jesse A Stein
- Military Nutrition Division, US Army Research Institute of Environmental Medicine, Natick, MA, USA
- Oak Ridge Institute for Science and Education, Belcamp, MD, USA
- Department of Kinesiology, Kansas State University, Manhattan, KS, USA
| | - Timothy C Hepler
- Department of Kinesiology, Kansas State University, Manhattan, KS, USA
| | - Justin A DeBlauw
- Department of Kinesiology, Kansas State University, Manhattan, KS, USA
| | | | | | - Kendra M Holte
- Department of Kinesiology, Kansas State University, Manhattan, KS, USA
| | - Brady K Kurtz
- Department of Kinesiology, Kansas State University, Manhattan, KS, USA
| | - Katie M Heinrich
- Department of Kinesiology, Kansas State University, Manhattan, KS, USA
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Polikanova I, Yakushina A, Leonov S, Kruchinina A, Chertopolokhov V, Liutsko L. What Differences Exist in Professional Ice Hockey Performance Using Virtual Reality (VR) Technology between Professional Hockey Players and Freestyle Wrestlers? (a Pilot Study). Sports (Basel) 2022; 10:116. [PMID: 36006083 PMCID: PMC9414154 DOI: 10.3390/sports10080116] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/28/2022] [Revised: 07/14/2022] [Accepted: 07/25/2022] [Indexed: 11/16/2022] Open
Abstract
There is little research on the study of specific characteristics that contribute to the faster adaptation of athletes during the transition from one sport to another. We used virtual reality (VR) to study the differences between professional ice hockey players and other sport professionals (freestyle wrestlers), who were novices in hockey in terms of motor responses and efficiency performance, on different levels of difficulty. In the VR environment, four levels of difficulty (four blocks) were simulated, depended on the speed of the puck and the distance to it (Bl1-60-80 km/h and 18 m; Bl2-60-100 km/h, distances 12 and 18 m; Bl3-speeds up to 170 km/h and 6, 12, and 18 m; Bl4-the pucks are presented in a series of two (in sequence with a 1 s interval)). The results of the study showed that the hockey professionals proved to have more stable movement patterns of the knee and hip joints. They also made fewer head movements as a response to stimuli during all runs (0.66 vs. 1.25, p = 0.043). Thus, working out on these parameters can contribute to the faster adaptation of wrestlers in developing professional ice hockey skills.
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Affiliation(s)
- Irina Polikanova
- Department of Psychology, Lomonosov Moscow State University, 125009 Moscow, Russia;
- Department of Biology and Biotechnology, Higher School of Economics (HSE University), 117418 Moscow, Russia
| | - Anastasia Yakushina
- Department of Psychology, Lomonosov Moscow State University, 125009 Moscow, Russia;
| | - Sergey Leonov
- Department of Psychology, Lomonosov Moscow State University, 125009 Moscow, Russia;
| | - Anna Kruchinina
- Department of Mechanics and Mathematics, Lomonosov Moscow State University, 119234 Moscow, Russia; (A.K.); (V.C.)
| | - Victor Chertopolokhov
- Department of Mechanics and Mathematics, Lomonosov Moscow State University, 119234 Moscow, Russia; (A.K.); (V.C.)
| | - Liudmila Liutsko
- Department of Psychology, Lomonosov Moscow State University, 125009 Moscow, Russia;
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Schuermans J, Van Hootegem A, Van den Bossche M, Van Gendt M, Witvrouw E, Wezenbeek E. Extended reality in musculoskeletal rehabilitation and injury prevention - A systematic review. Phys Ther Sport 2022; 55:229-240. [DOI: 10.1016/j.ptsp.2022.04.011] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/13/2022] [Revised: 04/29/2022] [Accepted: 04/29/2022] [Indexed: 10/18/2022]
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Promoting Sports Engagement during the COVID-19 Pandemic via Virtual Reality Games. Occup Ther Int 2022; 2022:4824152. [PMID: 35140553 PMCID: PMC8808239 DOI: 10.1155/2022/4824152] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/15/2021] [Accepted: 12/16/2021] [Indexed: 11/17/2022] Open
Abstract
Objective To examine sports engagement and health changes of young adults when utilizing a VR sports game and investigate the relationship between sports engagement and health. Method This study used a single-group design with 20 participants, aged 19–29 years, with no preexisting health conditions. The VR game “Sports Scramble” was used thrice within a span of one week. Outcomes sought include sports engagement and health, measured through the Sports Engagement Scale (SES) and Short Form 36 (SF-36), respectively. Results A significant difference (p < 0.001) was found between the pre-posttest scores of the SES. Moreover, a positive trend was observed in terms of health with a significant difference (p < 0.05) between pre-posttest scores of the SF-36's vitality dimension. There were positive correlations among the dedication and vigor subscales of the SES with the dimensions of health. Conclusion This study showed the potential of VR sports games in positively influencing sports engagement and health among participants with the vigor and dedication positively influencing health. Future studies may involve the exploration of the effectiveness of VR to promote engagement and health through a randomized controlled trial with a longer timeframe and across various populations.
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Coleman JL, Morelli F, McClelland J, Middleton KJ. Can target effects or discomfort ratings discriminate between small-arms weapon configurations? ERGONOMICS 2021; 64:305-314. [PMID: 33030997 DOI: 10.1080/00140139.2020.1834625] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/24/2019] [Accepted: 10/06/2020] [Indexed: 06/11/2023]
Abstract
Defence acquisitions use accuracy measures as a discriminating factor in weapon purchases, but assessments are generally completed in static, supported postures at static targets with few differences being seen between configurations. The aim of this study was to investigate whether an assessment requiring repositioning between shots could reveal differences. Participants shot at a static target under four conditions: an unweighted rifle and the addition of a mass fixed at three different positions. Accuracy and timing as well as discomfort measures were captured and compared. Hit percentage, consistency and timing varied over time, and timing increased with the addition of mass in two out of the three conditions. There was an increase in discomfort with the addition of mass further from the participant. The results showed that relying on accuracy and consistency measures alone to make acquisition decisions could have the consequence of purchasing equipment not fit for the human. Practitioner Summary: This research shows that relying on accuracy and consistency measures alone to make weapon-system acquisition decisions could have the consequence of purchasing equipment not fit for the user. Further research should focus on 'upstream' issues such as muscle fatigue and aim point stability in order to better understand human-weapon-system interactions.
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Affiliation(s)
- Jemma L Coleman
- Defence Science and Technology Group, Melbourne, Victoria, Australia
| | - Frank Morelli
- US Army Research Laboratory, Aberdeen Proving Ground, Aberdeen, MD, USA
| | - Jodie McClelland
- Sport and Exercise Science, La Trobe University, Melbourne, Victoria, Australia
| | - Kane J Middleton
- Sport and Exercise Science, La Trobe University, Melbourne, Victoria, Australia
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Reneker JC, Pannell WC, Babl RM, Zhang Y, Lirette ST, Adah F, Reneker MR. Virtual immersive sensorimotor training (VIST) in collegiate soccer athletes: A quasi-experimental study. Heliyon 2020; 6:e04527. [PMID: 32743105 PMCID: PMC7385459 DOI: 10.1016/j.heliyon.2020.e04527] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/01/2020] [Revised: 07/01/2020] [Accepted: 07/17/2020] [Indexed: 12/18/2022] Open
Abstract
A burgeoning area of innovation in sports is the use of extended realities to provide athletes with novel training environments. Evidence has demonstrated that virtual environments can be useful therapeutic tools with demonstrated positive outcomes. The purpose of this pilot investigation was to determine the effects of virtual immersive sensorimotor training intervention by quantifying 1) the training effect measured via change in performance pre-to post-intervention on the virtual reality exercises, 2) the difference in the in clinical measures of functional sensorimotor control, 3) the injury incidence rate, and 4) on-field performance during soccer competitions. Statistical analyses were used to describe differences between an experimental and a control group. Participants were recruited from the men and women's soccer teams at two universities in the United States. Participants at one university were in the experimental group (n = 78) and received virtual immersive sensorimotor training, consisting of nine novel exercises in headset virtual reality, twice each week for six weeks. Participants at the second university were in the control group (n = 52). The virtual exercises were developed with reference to the rehabilitative principles of neuroplasticity to train various neurologic processes, contributing to overall sensorimotor control. This includes vestibular, visual and oculomotor activities, cervical neuromotor control training, movement coordination, and postural/balance exercises. The results indicate significant positive training effects pre-to post-intervention in seven of the nine training exercises (p ≤ 0.005) and improvement in clinical tests of cervical neuromotor control, balance, and inspection time (p ≤ 0.009) in the experimental group compared to the control. One of the virtual training exercises was positively associated with on-field performance (p = 0.022). No differences in injury rate or overall on-field performance metrics between the experimental and control were detected. This research study provides evidence of training and positive transfer from virtual to real-world environments, supporting the use of these novel virtual exercises to improve measures of sensorimotor control in healthy soccer athletes.
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Affiliation(s)
- Jennifer C Reneker
- Department of Population Health Sciences, School of Population Health, University of Mississippi Medical Center, USA
| | - W Cody Pannell
- Department of Physical Therapy, School of Health Related Professions, University of Mississippi Medical Center, USA
| | - Ryan M Babl
- Department of Physical Therapy, School of Health Related Professions, University of Mississippi Medical Center, USA
| | - Yunxi Zhang
- Department of Data Science, School of Population Health, University of Mississippi Medical Center, USA
| | - Seth T Lirette
- Department of Data Science, School of Population Health, University of Mississippi Medical Center, USA
| | - Felix Adah
- Department of Physical Therapy, School of Health Related Professions, University of Mississippi Medical Center, USA
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Rao HM, Smalt CJ, Rodriguez A, Wright HM, Mehta DD, Brattain LJ, Edwards HM, Lammert A, Heaton KJ, Quatieri TF. Predicting Cognitive Load and Operational Performance in a Simulated Marksmanship Task. Front Hum Neurosci 2020; 14:222. [PMID: 32719593 PMCID: PMC7350508 DOI: 10.3389/fnhum.2020.00222] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/31/2020] [Accepted: 05/18/2020] [Indexed: 11/26/2022] Open
Abstract
Modern operational environments can place significant demands on a service member's cognitive resources, increasing the risk of errors or mishaps due to overburden. The ability to monitor cognitive burden and associated performance within operational environments is critical to improving mission readiness. As a key step toward a field-ready system, we developed a simulated marksmanship scenario with an embedded working memory task in an immersive virtual reality environment. As participants performed the marksmanship task, they were instructed to remember numbered targets and recall the sequence of those targets at the end of the trial. Low and high cognitive load conditions were defined as the recall of three- and six-digit strings, respectively. Physiological and behavioral signals recorded included speech, heart rate, breathing rate, and body movement. These features were input into a random forest classifier that significantly discriminated between the low- and high-cognitive load conditions (AUC = 0.94). Behavioral features of gait were the most informative, followed by features of speech. We also showed the capability to predict performance on the digit recall (AUC = 0.71) and marksmanship (AUC = 0.58) tasks. The experimental framework can be leveraged in future studies to quantify the interaction of other types of stressors and their impact on operational cognitive and physical performance.
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Affiliation(s)
- Hrishikesh M Rao
- Human Health and Performance Systems Group, MIT Lincoln Laboratory, Lexington, MA, United States
| | - Christopher J Smalt
- Human Health and Performance Systems Group, MIT Lincoln Laboratory, Lexington, MA, United States
| | - Aaron Rodriguez
- Human Health and Performance Systems Group, MIT Lincoln Laboratory, Lexington, MA, United States
| | - Hannah M Wright
- Human Health and Performance Systems Group, MIT Lincoln Laboratory, Lexington, MA, United States
| | - Daryush D Mehta
- Human Health and Performance Systems Group, MIT Lincoln Laboratory, Lexington, MA, United States
| | - Laura J Brattain
- Human Health and Performance Systems Group, MIT Lincoln Laboratory, Lexington, MA, United States
| | - Harvey M Edwards
- Human Health and Performance Systems Group, MIT Lincoln Laboratory, Lexington, MA, United States
| | - Adam Lammert
- Department of Biomedical Engineering, Worcester Polytechnic Institute, Worcester, MA, United States
| | - Kristin J Heaton
- Military Performance Division, U.S. Army Research Institute of Environmental Medicine, Natick, MA, United States
| | - Thomas F Quatieri
- Human Health and Performance Systems Group, MIT Lincoln Laboratory, Lexington, MA, United States
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Drew SA, Awad MF, Armendariz JA, Gabay B, Lachica IJ, Hinkel-Lipsker JW. The Trade-Off of Virtual Reality Training for Dart Throwing: A Facilitation of Perceptual-Motor Learning With a Detriment to Performance. Front Sports Act Living 2020; 2:59. [PMID: 33345050 PMCID: PMC7739782 DOI: 10.3389/fspor.2020.00059] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/26/2020] [Accepted: 04/24/2020] [Indexed: 12/31/2022] Open
Abstract
Advancements in virtual reality (VR) technology now allow for the creation of highly immersive virtual environments and for systems to be commercially available at an affordable price. Despite increased availability, this access does not ensure that VR is appropriate for training for all motor skills. Before the implementation of VR for training sport-related skills takes place, it must first be established whether VR utilization is appropriate. To this end, it is crucial to better understand the mechanisms that drive learning in these new environments which will allow for optimization of VR to best facilitate transfer of learned skills to the real world. In this study we sought to examine how a skill acquired in VR compares to one acquired in the real world (RW), utilizing training to complete a dart-throwing task in either a virtual or real environment. We adopted a perceptual-motor approach in this study, employing measures of task performance (i.e., accuracy), as well as of perception (i.e., visual symptoms and oculomotor behavior) and motor behaviors (i.e., throwing kinematics and coordination). Critically, the VR-trained group performed significantly worse in terms of throwing accuracy compared to both the RW-trained group and their own baseline performance. In terms of perception, the VR-trained group reported greater acute visual symptoms compared to the RW-trained group, though oculomotor behaviors were largely the same across groups. In terms of motor behaviors, the VR-trained group exhibited different dart-throwing kinematics during training, but in the follow-up test adapted their throwing pattern to one similar to the RW-trained group. In total, VR training impaired real-world task performance, suggesting that virtual environments may offer different learning constraints compared to the real world. These results thus emphasize the need to better understand how some elements of virtual learning environments detract from transfer of an acquired sport skill to the real world. Additional work is warranted to further understand how perceptual-motor behaviors are acquired differently in virtual spaces.
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Affiliation(s)
- Stefanie A Drew
- Visual Information Sciences and Neuroscience Laboratory, Department of Psychology, California State University, Northridge, CA, United States
| | - Madeline F Awad
- Visual Information Sciences and Neuroscience Laboratory, Department of Psychology, California State University, Northridge, CA, United States
| | - Jazlyn A Armendariz
- Visual Information Sciences and Neuroscience Laboratory, Department of Psychology, California State University, Northridge, CA, United States
| | - Bar Gabay
- Visual Information Sciences and Neuroscience Laboratory, Department of Psychology, California State University, Northridge, CA, United States
| | - Isaiah J Lachica
- Move-Learn Laboratory, Department of Kinesiology, California State University, Northridge, CA, United States
| | - Jacob W Hinkel-Lipsker
- Move-Learn Laboratory, Department of Kinesiology, California State University, Northridge, CA, United States
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Chen L. Education and visual neuroscience: A mini-review. Psych J 2019; 9:524-532. [PMID: 31884725 DOI: 10.1002/pchj.335] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/25/2019] [Revised: 10/04/2019] [Accepted: 11/26/2019] [Indexed: 11/06/2022]
Abstract
Neuroscience, especially visual neuroscience, is a burgeoning field that has greatly shaped the format and efficacy of education. Moreover, findings from visual neuroscience are an ongoing source of great progress in pedagogy. In this mini-review, I review existing evidence and areas of active research to describe the fundamental questions and general applications for visual neuroscience as it applies to education. First, I categorize the research questions and future directions for the role of visual neuroscience in education. Second, I juxtapose opposing views on the roles of neuroscience in education and reveal the "neuromyths" propagated under the guise of educational neuroscience. Third, I summarize the policies and practices applied in different countries and for different age ranges. Fourth, I address and discuss the merits of visual neuroscience in art education and of visual perception theories (e.g., those concerned with perceptual organization with respect to space and time) in reading education. I consider how vision-deprived students could benefit from current knowledge of brain plasticity and visual rehabilitation methods involving compensation from other sensory systems. I also consider the potential educational value of instructional methods based on statistical learning in the visual domain. Finally, I outline the accepted translational framework for applying findings from educational neuroscience to pedagogical theory.
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Affiliation(s)
- Lihan Chen
- School of Psychological and Cognitive Sciences and Beijing Key Laboratory of Behavior and Mental Health, Peking University, Beijing, China
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Abstract
Police officers may be required to discharge their weapon under physical duress. The purpose of this study was to investigate the relationship between fitness and marksmanship to facilitate future strategies to improve marksmanship. Retrospective data were provided for thirty-four police officers (mean age = 40.48 ± 6.66 years: mean weight = 100.60 ± 19.82 kg: mean height = 180.42 ± 6.87 cm) from a US-based law enforcement agency. Data included four different fitness measures and three different shooting scenarios. No significant relationship was observed between the three different shooting scenarios. There was a significant relationship between shuttle run and static shoot (r = 0.528, p = 0.002), grip strength and the dynamic scenario (r = −0.367, p = 0.035) and leg strength and the positive identification scenario (r = 0.344, p = 0.050). This study demonstrated that a high variety of fitness training and marksmanship practice, under various occupational scenarios, may be required to ensure optimal police shooting accuracy whilst in the field.
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Reaction Time Improvements by Neural Bistability. Behav Sci (Basel) 2019; 9:bs9030028. [PMID: 30889937 PMCID: PMC6466602 DOI: 10.3390/bs9030028] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/09/2018] [Revised: 01/22/2019] [Accepted: 03/12/2019] [Indexed: 12/16/2022] Open
Abstract
The often reported reduction of Reaction Time (RT) by Vision Training) is successfully replicated by 81 athletes across sports. This enabled us to achieve a mean reduction of RTs for athletes eye-hand coordination of more than 10%, with high statistical significance. We explain how such an observed effect of Sensorimotor systems' plasticity causing reduced RT can last in practice for multiple days and even weeks in subjects, via a proof of principle. Its mathematical neural model can be forced outside a previous stable (but long) RT into a state leading to reduced eye-hand coordination RT, which is, again, in a stable neural state.
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