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Lee M, Kim SK, Go Y, Jeong H, Lee Y. Positioning virtual reality as means of clinical experience in mental health nursing education: A quasi-experimental study. Appl Nurs Res 2024; 77:151800. [PMID: 38796255 DOI: 10.1016/j.apnr.2024.151800] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/05/2022] [Revised: 10/30/2023] [Accepted: 05/13/2024] [Indexed: 05/28/2024]
Abstract
PURPOSE Virtual reality technology has been used to establish a risk-free environment in which students can practice psychiatric nursing. A quasi-experimental study was conducted to examine the effects of a virtual reality (VR) based mental health nursing simulation on practice performance of undergraduate nursing students. METHODS A quasi-experimental, pre- and post-test design was used. A total of 68 students were randomly assigned to an experimental group (n = 32) and a control group (n = 36). The control group received conventional simulation using text scenario-based role play. The intervention group received VR software consisting of 360° video clips and related quiz questions. RESULTS The self-reported perceived competency in nursing performance showed no statistically significant improvement in the experimental group, whereas the control group showed a statistically significant improvement in symptom management (t = 2.84, p = 0.007) and nurse-patient interaction (t = 2.10, p = 0.043). Scores from the assessor showed better performance scores in the experimental group in symptom management (t = -2.62, p = 0.011), violence risk management (t = -3.42, p = 0.001), and nurse-patient interaction (t = -3.12, p = 0.003). CONCLUSIONS The findings of this study indicate the potential of using VR for optimized mental health nursing simulation. VR technology allowed realistic experiences which may ensure students have a more comprehensive understanding of mentally ill patients and in doing so, overcome barriers of traditional simulation, resulting in better learning outcomes.
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Affiliation(s)
- Mihyun Lee
- Department of Nursing, Daejeon Health Institute of Technology, Daejeon 34504, Republic of Korea.
| | - Sun-Kyung Kim
- Department of Nursing, Department of Biomedicine, Health & Life Convergence Sciences, BK21 Four, Biomedical and Healthcare Research Institute, Mokpo National University, Muan-gun, Jeollanam-do 58554, Republic of Korea.
| | - Younghye Go
- Department of Nursing, Daejeon Health Institute of Technology, Daejeon 34504, Republic of Korea.
| | - Hyun Jeong
- Department of Nursing, Daejeon Health Institute of Technology, Daejeon 34504, Republic of Korea.
| | - Youngho Lee
- Department of Computer Engineering, Mokpo National University, Muan-gun, Jeollanam-do 58554, Republic of Korea.
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Schrödter R, Fasold F, Schul K, Schwarting A, Klatt S. The role of perspective in refereeing: Insights from a video-based decision-making experiment. J Sports Sci 2024; 42:629-637. [PMID: 38762895 DOI: 10.1080/02640414.2024.2356439] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/17/2023] [Accepted: 05/09/2024] [Indexed: 05/21/2024]
Abstract
Decision accuracy is a crucial factor in the evaluation of refereeing performance. In sports research, officials' decision-making is frequently assessed outside real games through video-based decision experiments, where they evaluate recorded game situations from a third-person perspective. This study examines whether the inclusion of the first-person perspective influences decision accuracy and certainty. Twenty-four professional officials from the first and second German basketball leagues participated in the study. The officials assessed 50 game situations from both first-person and third-person perspectives, indicating their decisions and certainty levels. The statistical analysis utilises signal detection theory to evaluate the efficacy of the first-person perspective compared to the third-person perspective in identifying rule violations and no-calls in video recordings. The findings indicate that the first-person perspective does not yield superior accuracy in identifying foul calls. However, scenes from the first-person perspective exhibit a significant 9% increase in correctly identifying no-calls. Furthermore, officials report significantly higher levels of decision certainty and comfort when using the first-person perspective. The study suggests that sports officials may benefit from incorporating additional scenes from the first-person perspective into video-based decision training. Future studies should explore whether this additional perspective improves the training effect and translates into enhanced in-game performance.
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Affiliation(s)
- Robin Schrödter
- Institute of Exercise Training and Sport Informatics, Department of Cognition and Team Sports, German Sport University Cologne, Cologne, Germany
| | - Frowin Fasold
- Institute of Exercise Training and Sport Informatics, Department of Cognition and Team Sports, German Sport University Cologne, Cologne, Germany
| | - Karsten Schul
- Institute of Exercise Training and Sport Informatics, Department of Cognition and Team Sports, German Sport University Cologne, Cologne, Germany
| | - Alessa Schwarting
- Institute of Exercise Training and Sport Informatics, Department of Cognition and Team Sports, German Sport University Cologne, Cologne, Germany
| | - Stefanie Klatt
- Institute of Exercise Training and Sport Informatics, Department of Cognition and Team Sports, German Sport University Cologne, Cologne, Germany
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Alfaro L, Rivera C, Luna-Urquizo J, Ayala F, Delgado L, Castañeda E. Experiential-sensorial adaptive system model for hospitality based on 360° VR videos and case-based reasoning. PLoS One 2024; 19:e0299387. [PMID: 38466673 PMCID: PMC10927080 DOI: 10.1371/journal.pone.0299387] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/07/2023] [Accepted: 02/09/2024] [Indexed: 03/13/2024] Open
Abstract
In this work, an adaptive software architecture is proposed for the generation of experiences for hotel promotion and marketing, based on Case-based Reasoning (CBR) that uses the attributes and user characteristics and immersive 360° videos. Considering that immersion in virtual reality (VR) environments can trigger responses in various dimensions, such as affective, cognitive, attitudinal, and behavioral dimensions, these dimensions are evaluated in immersive environments with 360° videos. To validate the results obtained with the software architecture, a quasi-experimental study was conducted through the evaluation of the experience, consisting in the visualization of the environments of a boutique hotel, with a sample of a randomly selected group of young people. The contribution of this work lies in the use of 360° VR videos, for the visualization of the hotel characteristics and environments according the user profiles, to evaluate the affective, cognitive and attitudinal and behavioral responses and their influence on the booking intention and attitude. Finally, conclusions and recommendations for future work have been established.
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Affiliation(s)
- Luis Alfaro
- Universidad Nacional de San Agustín de Arequipa, UNSA, Arequipa, Perú
| | - Claudia Rivera
- Universidad Nacional de San Agustín de Arequipa, UNSA, Arequipa, Perú
| | | | - Francisco Ayala
- Universidad Nacional de San Agustín de Arequipa, UNSA, Arequipa, Perú
| | - Lucy Delgado
- Universidad Nacional de San Agustín de Arequipa, UNSA, Arequipa, Perú
| | - Elisa Castañeda
- Universidad Nacional de San Agustín de Arequipa, UNSA, Arequipa, Perú
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Kittel A, Cunningham I, Larkin P. Editorial: 360° VR in sport and physical activity - it is very real. Front Psychol 2023; 14:1342533. [PMID: 38152556 PMCID: PMC10751358 DOI: 10.3389/fpsyg.2023.1342533] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/22/2023] [Accepted: 12/04/2023] [Indexed: 12/29/2023] Open
Affiliation(s)
- Aden Kittel
- Institute for Health and Sport (IHES), Victoria University, Melbourne, VIC, Australia
| | - Ian Cunningham
- School of Applied Sciences, Edinburgh Napier University, Edinburgh, United Kingdom
| | - Paul Larkin
- Institute for Health and Sport (IHES), Victoria University, Melbourne, VIC, Australia
- MSA Research Centre, Maribyrnong Sports Academy, Melbourne, VIC, Australia
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5
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Janssen T, Müller D, Mann DL. From Natural Towards Representative Decision Making in Sports: A Framework for Decision Making in Virtual and Augmented Environments. Sports Med 2023; 53:1851-1864. [PMID: 37656407 PMCID: PMC10504147 DOI: 10.1007/s40279-023-01884-3] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 06/11/2023] [Indexed: 09/02/2023]
Abstract
Decision making is vital in complex sporting tasks but is difficult to test and train. New technologies such as virtual and augmented reality offer novel opportunities for improving decision making, yet it remains unclear whether training gains using these new approaches will improve decision making on-field. To clarify the potential benefits, a clear conceptualization of decision making is required, particularly for invasive team sports such as football, basketball and field hockey, where decisions are complex with many possible options offered. Therefore, the aim of this position paper is to establish a framework for the design of virtual and augmented environments that help invasive team sport athletes to train their decision-making capacities. To achieve this, we propose a framework for conceptualising 'natural' decision making within the performance environment in invasive team sports that views decision making as a continuous cyclical process where the ball carrier interacts with teammates to create 'windows of opportunity', and where skilled decision makers often delay decisions to create time, and in turn new opportunities, rather than necessarily selecting the first option available to them. Within the framework, we make a distinction between decision making and anticipation, proposing that decision making requires a series of on-going anticipatory judgments. Based on the framework, we subsequently highlight the consequences for testing and training decision making using virtual and augmented reality environments, in particular outlining the technological challenges that need to be overcome for natural decision making to be represented within virtual and augmented environments.
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Affiliation(s)
- Tim Janssen
- Department of Performance Analysis & Technology, Royal Dutch Football Association (KNVB, Koninklijke Nederlandse Voetbalbond), Zeist, The Netherlands.
- Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Amsterdam Movement Sciences and Institute Brain and Behaviour Amsterdam (iBBA), Vrije Universiteit Amsterdam, Amsterdam, The Netherlands.
| | - Daniel Müller
- Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Amsterdam Movement Sciences and Institute Brain and Behaviour Amsterdam (iBBA), Vrije Universiteit Amsterdam, Amsterdam, The Netherlands
| | - David L Mann
- Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Amsterdam Movement Sciences and Institute Brain and Behaviour Amsterdam (iBBA), Vrije Universiteit Amsterdam, Amsterdam, The Netherlands
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Loiseau Taupin M, Romeas T, Juste L, Labbé DR. Exploring the effects of 3D-360°VR and 2D viewing modes on gaze behavior, head excursion, and workload during a boxing specific anticipation task. Front Psychol 2023; 14:1235984. [PMID: 37680243 PMCID: PMC10481868 DOI: 10.3389/fpsyg.2023.1235984] [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: 06/07/2023] [Accepted: 08/02/2023] [Indexed: 09/09/2023] Open
Abstract
Introduction Recent evidence has started to demonstrate that 360°VR, a type of VR that immerses a user within a 360° video, has advantages over two-dimensional (2D) video displays in the context of perceptual-cognitive evaluation and training. However, there is currently a lack of empirical evidence to explain how perceptual-cognitive strategies differ between these two paradigms when performing sports-related tasks. Thus, the objective of this study was to examine and compare the impact of different viewing conditions (e.g., 3D-360°VR and 2D video displays), on gaze behavior and head excursions in a boxing-specific anticipatory task. A secondary objective was to assess the workload associated with each viewing mode, including the level of presence experienced. Thirdly, an exploratory analysis was conducted to evaluate any potential sex differences. Methods Thirty-two novice participants (16 females) were recruited for this study. A total of 24 single-punch sequences were randomly presented using a standalone VR headset (Pico Neo 3 Pro Eye), with two different viewing modes: 3D-360°VR and 2D. Participants were instructed to respond to the punches with appropriate motor actions, aiming to avoid punches. Gaze behavior was recorded using a Tobii eyetracker embedded in the VR headset. Workload and presence were measured with the SIM-TLX questionnaire. Fixation duration, number of fixations, saccades, search rate and head excursions (roll, pitch, yaw) were analyzed using linear mixed models. Results The results revealed significant shorter fixation durations and more head excursions (roll, pitch) in 3D-360°VR, compared to the 2D viewing mode (ps < 0.05). The sense of presence was found to be much higher in the 3D-360°VR viewing mode (p < 0.05). No sex differences were observed. These results demonstrate that 360°VR elicited shorter fixation durations but mostly greater head excursions and immersion compared to a 2D projection in the context of a boxing-specific task. Discussion These findings contribute to the understanding of previous evidence supporting the possible advantages of using 360°VR over 2D for perceptual-cognitive evaluation and training purposes. Further validation studies that compare behaviors and performance in 360°VR with those in the real-world will be needed.
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Affiliation(s)
- Mildred Loiseau Taupin
- Laboratoire de recherche en imagerie et orthopédie, École de technologie supérieure, Montréal, QC, Canada
- Centre de recherche du Centre hospitalier de l’Université de Montréal, Montréal, QC, Canada
- Institut national du sport du Québec, Montréal, QC, Canada
| | - Thomas Romeas
- Institut national du sport du Québec, Montréal, QC, Canada
- École d’optométrie, Université de Montréal, Montréal, QC, Canada
| | - Lauryn Juste
- Laboratoire de recherche en imagerie et orthopédie, École de technologie supérieure, Montréal, QC, Canada
- Centre de recherche du Centre hospitalier de l’Université de Montréal, Montréal, QC, Canada
| | - David R. Labbé
- Laboratoire de recherche en imagerie et orthopédie, École de technologie supérieure, Montréal, QC, Canada
- Centre de recherche du Centre hospitalier de l’Université de Montréal, Montréal, QC, Canada
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van Biemen T, Müller D, Mann DL. Virtual reality as a representative training environment for football referees. Hum Mov Sci 2023; 89:103091. [PMID: 37084551 DOI: 10.1016/j.humov.2023.103091] [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: 01/20/2023] [Revised: 03/21/2023] [Accepted: 04/12/2023] [Indexed: 04/23/2023]
Abstract
Visual experience plays an important role in facilitating referee decision-making. Video training can be used to train these perceptual-cognitive skills in discrete scenarios, for instance in foul situations in football, but is less suitable in other instances such as when seeking to make decisions in open-play scenarios due to a lack of representativeness. Recent technological advances enable the use of virtual reality (VR) to replicate game situations in a controlled and realistic manner. It is however not yet known how representative behaviour in VR would be of behaviour on-field in the natural environment. The aim of the study was therefore to examine the degree to which visual behaviour of football referees in virtual reality would reflect behaviour found when adjudicating matches on-field. Sub-elite football referees completed decision-making tasks in three experimental conditions: on-field (in a real match), in virtual reality and when observing video footage. Across the three environments we compared decision-making performance, visual behaviour (including search rate, fixation duration, and head movements) and the user experience of the referees. Results revealed that behaviour in the VR environment was indistinguishable from that on-field. In contrast, visual-motor behaviour when observing video footage was markedly different to that found on-field (and in VR). The results show that visual-motor behaviour in VR is representative of that found on-field and therefore suggests that VR offers promise as a representative training environment for sports officials to improve on-field performance in the natural environment.
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Affiliation(s)
- Tammie van Biemen
- Amsterdam Movement Sciences and Institute for Brain and Behavior Amsterdam, Vrije Universiteit Amsterdam, Van der Boechorststraat 7, 1081BT Amsterdam, Netherlands; Royal Dutch Football Association (KNVB), Woudenbergseweg 56, 3707HX Zeist, Netherlands.
| | - Daniel Müller
- Amsterdam Movement Sciences and Institute for Brain and Behavior Amsterdam, Vrije Universiteit Amsterdam, Van der Boechorststraat 7, 1081BT Amsterdam, Netherlands.
| | - David L Mann
- Amsterdam Movement Sciences and Institute for Brain and Behavior Amsterdam, Vrije Universiteit Amsterdam, Van der Boechorststraat 7, 1081BT Amsterdam, Netherlands.
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Serafin S, Adjorlu A, Percy-Smith LM. A Review of Virtual Reality for Individuals with Hearing Impairments. MULTIMODAL TECHNOLOGIES AND INTERACTION 2023. [DOI: 10.3390/mti7040036] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/30/2023] Open
Abstract
Virtual Reality (VR) technologies have the potential to be applied in a clinical context to improve training and rehabilitation for individuals with hearing impairment. The introduction of such technologies in clinical audiology is in its infancy and requires devices that can be taken out of laboratory settings as well as a solid collaboration between researchers and clinicians. In this paper, we discuss the state of the art of VR in audiology with applications to measurement and monitoring of hearing loss, rehabilitation, and training, as well as the development of assistive technologies. We review papers that utilize VR delivered through a head-mounted display (HMD) and used individuals with hearing impairment as test subjects, or presented solutions targeted at individuals with hearing impairments, discussing their goals and results, and analyzing how VR can be a useful tool in hearing research. The review shows the potential of VR in testing and training individuals with hearing impairment, as well as the need for more research and applications in this domain.
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Della Libera C, Simon J, Larøi F, Quertemont E, Wagener A. Using 360-degree immersive videos to assess multiple transdiagnostic symptoms: A study focusing on fear of negative evaluation, paranoid thoughts, negative automatic thoughts, and craving. VIRTUAL REALITY 2023:1-16. [PMID: 37360803 PMCID: PMC9996573 DOI: 10.1007/s10055-023-00779-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 06/03/2022] [Accepted: 02/20/2023] [Indexed: 06/28/2023]
Abstract
Over the last 20 years, virtual reality (VR) has gained a great interest for both assessment and treatment of various psychopathologies. However, due to high costs and material specificity, VR remains disadvantageous for clinicians. Adopting a multiple transdiagnostic approach, this study aims at testing the validity of a 360-degree immersive video (360IV) for the assessment of five common psychological symptoms (fear of negative evaluation, paranoid thoughts, negative automatic thoughts, craving for alcohol and for nicotine). A 360IV was constructed in the Darius Café and included actors behaving naturally. One hundred and fifty-eight adults from the general population were assessed in terms of their proneness towards the five symptoms, were then exposed to the 360IV and completed measures for the five state symptoms, four dimensions of presence (place, plausibility, copresence and social presence illusions) and cybersickness. Results revealed that the five symptoms occurred during the immersion and were predicted by the participants' proneness towards these symptoms. The 360IV was also able to elicit various levels of the four dimensions of presence while producing few cybersickness. The present study provides evidence supporting the use of the 360IV as a new accessible, ecological, and standardized tool to assess multiple transdiagnostic symptoms. Supplementary Information The online version contains supplementary material available at 10.1007/s10055-023-00779-y.
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Affiliation(s)
- Clara Della Libera
- Psychology and Neuroscience of Cognition Research Unit (PsyNCog), University of Liège, Liège, Belgium
| | - Jessica Simon
- Psychology and Neuroscience of Cognition Research Unit (PsyNCog), University of Liège, Liège, Belgium
| | - Frank Larøi
- Psychology and Neuroscience of Cognition Research Unit (PsyNCog), University of Liège, Liège, Belgium
- Department of Biological and Medical Psychology, University of Bergen, Bergen, Norway
- Norwegian Center for Mental Disorders Research, University of Oslo, Oslo, Norway
| | - Etienne Quertemont
- Psychology and Neuroscience of Cognition Research Unit (PsyNCog), University of Liège, Liège, Belgium
| | - Aurélie Wagener
- Psychology and Neuroscience of Cognition Research Unit (PsyNCog), University of Liège, Liège, Belgium
- Research Unit for a life-Course Perspective on Health and Education (RUCHE), Health Psychology, Department of Psychology, University of Liège, Liège, Belgium
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Examining the impact of experiencing auditory verbal hallucinations from a first-person perspective on the degree of empathy and stigmatization in a group of psychology students: A study using 360° immersive videos. Compr Psychiatry 2023; 123:152379. [PMID: 36870090 DOI: 10.1016/j.comppsych.2023.152379] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/14/2022] [Revised: 02/20/2023] [Accepted: 02/22/2023] [Indexed: 02/27/2023] Open
Abstract
BACKGROUND Stigmatization toward psychosis is persistent among mental health professionals (MHPs) and negatively impacts the patients' outcomes. One suggested way of reducing stigmatization is to expose MHPs to simulations of psychotic symptoms. This approach has been associated with an increase in empathy, but also with an increase in the desire of social distance. The addition of an empathic task (ET) has been suggested to neutralize this effect on social distance. The present study aims to (1) examine the effect of a remotely administered 360° immersive video (360IV) simulation on empathy and stigma among psychology students and (2) replicate the neutralizing effect of an ET on social distance. Finally, the potential role of immersive properties on changes will also be explored. METHODS A 360IV simulating auditory hallucinations was constructed in collaboration with patient partners. 121 psychology students were allocated to one of three conditions: (i) exposure to the 360IV, (ii) exposure to the 360IV and to an ET (360IV + ET), and (iii) no exposure (control). Measures of empathy and stigma (stereotypes and social distance) were collected before and after the interventions. RESULTS An increase of empathy was observed in the 360IV and 360IV + ET conditions compared to the control condition. There was an increase of stereotypes in all conditions and no effect on social distance. CONCLUSIONS This study confirms the effectiveness of a 360IV simulation intervention in increasing empathy in psychology students but questions its efficacy in reducing stigma.
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Kittel A, Spittle M, Larkin P, Spittle S. 360°VR: Application for exercise and sport science education. Front Sports Act Living 2023; 5:977075. [PMID: 37020467 PMCID: PMC10067750 DOI: 10.3389/fspor.2023.977075] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/04/2022] [Accepted: 03/02/2023] [Indexed: 04/07/2023] Open
Affiliation(s)
- Aden Kittel
- Institute for Health & Sport, Victoria University, Melbourne, VIC, Australia
- Correspondence: Aden Kittel
| | - Michael Spittle
- Institute for Health & Sport, Victoria University, Melbourne, VIC, Australia
| | - Paul Larkin
- Institute for Health & Sport, Victoria University, Melbourne, VIC, Australia
- Maribyrnong Sports Academy, Melbourne, VIC, Australia
| | - Sharna Spittle
- College of Sport and Exercise Science, Victoria University, Melbourne, VIC, Australia
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Jones L, Wheat J. Green and Pleasant Lands: The Affective and Cerebral Hemodynamic Effects of Presence in Virtual Environments During Exercise. Percept Mot Skills 2022; 130:826-843. [PMID: 36542837 PMCID: PMC10052422 DOI: 10.1177/00315125221146614] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/24/2022]
Abstract
Pleasant exercise experiences increase the likelihood of exercise adherence, and innovative strategies to promote consistently pleasant exercise experiences are needed. In this study we compared a novel nature-based virtual reality environment, a nature-based 360° video, and a control condition to test the hypothesis that greater presence in virtual space would promote positive affective experiences during exercise. Moreover, we assessed prefrontal cerebral hemodynamics using near infrared spectroscopy to explore possible neural underpinnings of dissociative strategies during exercise. Twelve participants ( M = 26.2, SD = 7.7 years; M BMI = 25.5, SD = 5.2 kg/m2) completed a maximal aerobic test and three exercise conditions (Control, Virtual Reality [VR], and 360° video). The two experimental conditions differed in terms of the participants’ sense of presence (VR eliciting greatest presence), and all conditions utilized similar exercise intensity. The VR condition setting was a virtual mountain forest trail, and the 360° video was of a forest road. The 360° video was perceived as the most distracting ( p = .023, d = 1.07), pleasant ( p = .007, d = .75), and enjoyable ( p = .029; d = .82) condition. ΔHbDiff data indicated that the control condition caused the greatest prefrontal brain activation ( p = .008, d = .84). Presence was not a salient factor in distracting participants from bodily sensations during exercise, but immersion in a stimulus was. These results provide support for using head-mounted displays during exercise as a strategy to increase pleasure, with practical implications for practitioners, researchers, and individuals.
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Affiliation(s)
- Leighton Jones
- College of Health, Wellbeing and Life Sciences, Sheffield Hallam University, UK
| | - Jonathan Wheat
- College of Health, Wellbeing and Life Sciences, Sheffield Hallam University, UK
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Pizzera A, Marrable J, Raab M. The video review system in association football: implementation and effectiveness for match officials and referee education. MANAGING SPORT AND LEISURE 2022. [DOI: 10.1080/23750472.2022.2147856] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/23/2022]
Affiliation(s)
- Alexandra Pizzera
- Institute of Psychology, German Sport University Cologne, Cologne, Germany
| | - Jason Marrable
- Institute of Psychology, German Sport University Cologne, Cologne, Germany
- RugbyWA, Floreat, Australia
| | - Markus Raab
- Institute of Psychology, German Sport University Cologne, Cologne, Germany
- School of Applied Sciences, London South Bank University, London, UK
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Lemos M, Bell L, Deutsch S, Zieglowski L, Ernst L, Fink D, Tolba R, Bleilevens C, Steitz J. Virtual Reality in Biomedical Education in the sense of the 3Rs. Lab Anim 2022; 57:160-169. [PMID: 36221253 DOI: 10.1177/00236772221128127] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
Article 23(2) of EU Directive 2010/63 on the protection of animals used for scientific purposes requires staff involved in the care and use of animals to be adequately educated and trained before carrying out procedures. Therefore, the 3Rs (refinement, reduction, and replacement) and knowledge of alternative methods should be part of the education and training itself. For this purpose, the digital learning concept "Virtual Reality (VR) in Biomedical Education" evolved, which successfully combines VR components with classical learning content. Procedures, such as anesthesia induction, substance application, and blood sampling in rats, as well as aspects of the laboratory environment were recorded in 360° videos. The generated VR teaching/learning modules (VR modules) were used to better prepare participants for hands-on training (refinement) or as a complete replacement for a live demonstration; thus, reducing the number of animals used for hands-on skills training (reduction). The current study evaluated users' experience of the VR modules. Despite little previous VR experience, participants strongly appreciated the VR modules and indicated that they believed VR has the potential to enhance delivery of procedures and demonstrations. Interestingly, participants with previous experience of laboratory animal science were more convinced about VR's potential to support the 3Rs principle, and endorsed its use for further educational purposes. In conclusion, VR appeared to be highly accepted as a learning/teaching method, indicating its great potential to further replace and reduce the use of animals in experimental animal courses.
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Affiliation(s)
- Martin Lemos
- Audiovisual Media Center, Faculty of Medicine, RWTH Aachen University, Germany
| | - Laura Bell
- Audiovisual Media Center, Faculty of Medicine, RWTH Aachen University, Germany.,Child Neuropsychology Section, Department of Child and Adolescent Psychiatry, Psychosomatics and Psychotherapy, Faculty of Medicine, RWTH Aachen University, Germany
| | - Susanne Deutsch
- Institute for Laboratory Animal Science, Faculty of Medicine, RWTH Aachen University, Germany
| | - Leonie Zieglowski
- Institute for Laboratory Animal Science, Faculty of Medicine, RWTH Aachen University, Germany
| | - Lisa Ernst
- Institute for Laboratory Animal Science, Faculty of Medicine, RWTH Aachen University, Germany
| | - Daniel Fink
- Audiovisual Media Center, Faculty of Medicine, RWTH Aachen University, Germany
| | - R Tolba
- Institute for Laboratory Animal Science, Faculty of Medicine, RWTH Aachen University, Germany
| | - Christian Bleilevens
- Department of Anesthesiology, Faculty of Medicine, RWTH Aachen University, Germany
| | - Julia Steitz
- Institute for Laboratory Animal Science, Faculty of Medicine, RWTH Aachen University, Germany
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Kittel A, Lindsay R, Larkin P, Spittle M. The application of 360°VR for training sports officials: a constraints-led approach. MANAGING SPORT AND LEISURE 2022. [DOI: 10.1080/23750472.2022.2126995] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/14/2022]
Affiliation(s)
- Aden Kittel
- Institute for Health and Sport, Victoria University, Footscray, Australia
| | - Riki Lindsay
- Institute for Health and Sport, Victoria University, Footscray, Australia
| | - Paul Larkin
- Institute for Health and Sport, Victoria University, Footscray, Australia
- Maribyrnong Sports Academy, Melbourne, Australia
| | - Michael Spittle
- Institute for Health and Sport, Victoria University, Footscray, Australia
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16
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Ortet CP, Veloso AI, Vale Costa L. Cycling through 360° Virtual Reality Tourism for Senior Citizens: Empirical Analysis of an Assistive Technology. SENSORS (BASEL, SWITZERLAND) 2022; 22:6169. [PMID: 36015929 PMCID: PMC9413856 DOI: 10.3390/s22166169] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 06/28/2022] [Revised: 08/05/2022] [Accepted: 08/16/2022] [Indexed: 06/15/2023]
Abstract
In recent years, there has been a renewed interest in using virtual reality (VR) to (re)create different scenarios and environments with interactive and immersive experiences. Although VR has been popular in the tourism sector to reconfigure tourists' relationships with places and overcome mobility restrictions, its usage in senior cyclotourism has been understudied. VR is suggested to positively impact tourism promotion, cycling simulation, and active and healthy ageing due to physical and mental rehabilitation. The purpose of this study is to assess the senior citizens' perceived experience and attitudes toward a designed 360° VR cyclotouristic experiment, using a head-mounted display (HMD) setting within a laboratory context. A total of 76 participants aged between 50 and 97 years old were involved in convergent parallel mixed-method research, and data were collected using a questionnaire based on the technology acceptance model, as well as the researchers' field notes. Findings suggest that 360° VR with HMD can be an effective assistive technology to foster senior cyclotourism by promoting tourism sites, simulating the cycling pedaling effect, and improving senior citizens' general wellbeing and independence with physical and mental rehabilitation.
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Lindsay R, Kittel A, Spittle M. Motor Imagery and Action Observation: A Case for the Integration of 360°VR. Front Psychol 2022; 13:880185. [PMID: 35558705 PMCID: PMC9087714 DOI: 10.3389/fpsyg.2022.880185] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/21/2022] [Accepted: 04/07/2022] [Indexed: 11/13/2022] Open
Affiliation(s)
- Riki Lindsay
- College of Sport and Exercise Science, Institute for Health and Sport, Victoria University, Melbourne, VIC, Australia
| | - Aden Kittel
- College of Sport and Exercise Science, Institute for Health and Sport, Victoria University, Melbourne, VIC, Australia
| | - Michael Spittle
- College of Sport and Exercise Science, Institute for Health and Sport, Victoria University, Melbourne, VIC, Australia
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18
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A Narrative Review of the Current State of Extended Reality Technology and How it can be Utilised in Sport. Sports Med 2022; 52:1473-1489. [PMID: 35286617 PMCID: PMC9213326 DOI: 10.1007/s40279-022-01669-0] [Citation(s) in RCA: 8] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 02/20/2022] [Indexed: 12/04/2022]
Abstract
Extended reality is an umbrella term used to describe three computer-generated technologies including virtual reality, augmented reality and mixed reality. Extended reality is an emerging technology that has been utilised in many high-performance domains including psychology, medicine and the military, with the aim of enhancing perceptual-cognitive skills and motor skills. However, the use of extended reality in sport, particularly at the elite level, has only recently started to receive attention. While the growth of extended reality technology continues to accelerate at a rapid rate, empirical evidence aimed at understanding how these devices can best be applied in high-performance sport has not followed suit. Therefore, the purpose of this review is to provide clarity for high-performance sport organisations, researchers, sport scientists, coaches and athletes about the current state of extended reality technology and how it has been utilised in sport. In doing so, we first define and give examples of the types of extended reality technology including virtual reality, augmented reality and mixed reality that are available at the present time. Second, we detail how skill acquisition principles underpinned by the theoretical framework of ecological dynamics can be used to help inform the design and assessment of extended reality training tools. Third, we describe how extended reality has been utilised in sport, including how extended reality tools have been assessed for their level of representativeness, and the effectiveness of extended reality training interventions for improving perceptual-cognitive skills and motor skills. Finally, we discuss the future utilisation of extended reality in sport, including the key learnings that can be drawn from other domains, future research directions, practical applications and areas for consideration related to the use of extended reality for training skills in sport.
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19
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Cunningham I, Mergler J, Wattie N. Training and development in sport officials: A systematic review. Scand J Med Sci Sports 2022; 32:654-671. [PMID: 34981853 DOI: 10.1111/sms.14128] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/25/2021] [Revised: 12/12/2021] [Accepted: 01/03/2022] [Indexed: 11/29/2022]
Abstract
Sport officials make significant contributions to organized sport, yet scientific evidence to inform their specialized training and education at various levels has lagged. While psychological and performance demands of expert sport officials have been well documented, the extent of research about talent and expertise development, training efficacy, and broader developmental trajectories is unclear. This systematic review summarizes 30 years of published findings on the study of training and development of sport officials, including areas of research interest, study designs, and sport official characteristics. A PRISMA systematic review was conducted, utilizing three scientific databases (Web of Science, SportsDiscus, PsycInfo) to identify relevant studies (N = 27). Female participants were generally underrepresented in studies (17%), while football officials were most often represented (79%). Training intervention (59%), retrospective (37%), and cross-sectional comparison (22%) were the main study designs. Expert and near-expert sport officials' training histories and responses to empirically driven isolated-skills training represented the predominant areas of study. Sport-specific, video-based infraction detection tasks were the most frequently used training methods to improve perceptual-cognitive skills for on-field decision-making, however, studies lacked retention measures to on-field performance. Psychological skills training programs were found to have mixed effects and used varied criteria for measuring training efficacy. Physical training showed mainly significant effects on physiological measures and aging influences for on-field performance. More rigorous sport-specific evidence, assessments of training transfer, program efficacy, and macro-developmental trajectory and milestone data are needed to inform training programs and developmental plans.
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Affiliation(s)
- Ian Cunningham
- School of Applied Sciences, Edinburgh Napier University, Scotland, UK.,Faculty of Health Sciences, Ontario Tech University, Oshawa, Ontario, Canada
| | - Jason Mergler
- Faculty of Kinesiology and Recreation Management, University of Manitoba, Winnipeg, Manitoba, Canada
| | - Nick Wattie
- Faculty of Health Sciences, Ontario Tech University, Oshawa, Ontario, Canada
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20
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Della Libera C, Quertemont E, Laloyaux J, Thonon B, Larøi F. Using 360° immersive videos to assess paranoia in a non-clinical population. Cogn Neuropsychiatry 2021; 26:357-375. [PMID: 34284703 DOI: 10.1080/13546805.2021.1956885] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
Abstract
Introduction: For the past two decades, virtual reality (VR) has proven to be an innovative approach for the assessment of state paranoia. However, the use of VR remains costly, and avatars are still far from realistic in terms of facial and bodily expressions. The present study aimed to test the validity of three 360° immersive videos (360IVs) as an accessible and realistic alternative for the assessment of non-clinical state paranoia.Method: Three 360IVs were created (a Lift, a Library and a Bar) and included actors behaving naturally. One hundred and fifty healthy students were assessed in terms of their proneness towards trait paranoia, were then exposed to one of the three 360IVs, and finally completed measures of state paranoia, sense of presence and cybersickness.Results: Results revealed the presence of various interpretations about the actor's attitudes in the three 360IVs. Also, paranoid thoughts were predicted by proneness towards trait paranoia in two out of the three 360IVs. Furthermore, moderate levels of sense of presence and low levels of cybersickness were observed for each 360IV.Conclusion: The present study provides evidence in favour of the use of 360IVs as a new accessible, realistic, and standardised tool to assess state paranoia in non-clinical samples.
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Affiliation(s)
- Clara Della Libera
- Psychology and Neuroscience of Cognition Research Unit, University of Liège, Liège, Belgium
| | - Etienne Quertemont
- Psychology and Neuroscience of Cognition Research Unit, University of Liège, Liège, Belgium
| | - Julien Laloyaux
- Psychology and Neuroscience of Cognition Research Unit, University of Liège, Liège, Belgium
| | - Bénédicte Thonon
- Psychology and Neuroscience of Cognition Research Unit, University of Liège, Liège, Belgium
| | - Frank Larøi
- Psychology and Neuroscience of Cognition Research Unit, University of Liège, Liège, Belgium.,Department of Biological and Medical Psychology, University of Bergen, Bergen, Norway.,Norwegian Center for Mental Disorders Research, University of Oslo, Oslo, Norway
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21
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Rösch D, Schultz F, Höner O. Decision-Making Skills in Youth Basketball Players: Diagnostic and External Validation of a Video-Based Assessment. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18052331. [PMID: 33673427 PMCID: PMC7967709 DOI: 10.3390/ijerph18052331] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/28/2020] [Revised: 02/11/2021] [Accepted: 02/23/2021] [Indexed: 11/16/2022]
Abstract
Decision-making is a central skill of basketball players intending to excel individually and contribute to their teams’ success. The assessment of such skills is particularly challenging in complex team sports. To address this challenge, this study aimed to conceptualize a reliable and valid video-based decision-making assessment in youth basketball. The study sample comprised youth basketball players of the German U16 national team (n = 17; MAge = 16.01 ± 0.25 years) and students of a sports class (n = 17; MAge = 15.73 ± 0.35 years). Diagnostic validity was tested by determination of the performance levels according to response accuracy as well as response time in the assessment. External validity was examined by investigation of the correlation between the diagnostic results of the elite athletes and their real game performance data associated with passing skills. Logistic regression analysis revealed that the diagnostic results discriminate between performance levels (χ2(2) = 20.39, p < 0.001, Nagelkerke’s R2 = 0.60). Multiple regression analysis demonstrated a positive relationship between the diagnostic results and assists (F(2,10) = 4.82, p < 0.05; R2 = 0.49) as well as turnovers per game (F(2,10) = 5.23, p < 0.05; R2 = 0.51). However, no relationship was detected regarding the assist-turnover ratio. Further, response time discriminated within the elite athletes’ performance data but not between performance levels while for response accuracy the opposite is the case. The results confirm the diagnostic and external validity of the assessment and indicate its applicability to investigate decision-making skills in youth basketball.
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