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1.
Sensors (Basel) ; 23(9)2023 Apr 24.
Artículo en Inglés | MEDLINE | ID: mdl-37177448

RESUMEN

The purpose of the present study was to create a two-dimensional model which illustrates a landscape of shooting opportunities at goal during a competitive football match. For that purpose, we analysed exemplar attacking subphases of each team when the ball was in the last 30 m of the field. The player's positional data (x and y coordinates) and the ball were captured at 25 fps and processed to create heatmaps that illustrated the shooting opportunities that were available in the first and second half in different field areas. Moreover, the time that the shooting opportunities were available was estimated. Results show that in the observed match, most of the shooting opportunities lasted between 1 and 2 s, with only a few opportunities lasting more than 2 s. The shooting opportunities did not display a homogenous distribution over the field. The obtained heatmaps provide valuable and specific information about each team's shooting opportunities, allowing the identification of the most vulnerable areas. Additionally, the amount, duration, and location of the shooting opportunities have shown significant differences between teams. This customizable model is sensitive to the features of shooting opportunities and can be used in real-time video analysis for individual and collective performance analysis.

2.
Psychol Res ; 86(1): 268-283, 2022 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-33559014

RESUMEN

Perceptual information about unfolding events is important for guiding decisions about when and how to move in real-world action situations. As an exemplary case, road-crossing is a perceptual-motor task where age has been shown to be a strong predictor of risk due to errors in action-based decisions. The present study investigated age differences between three age groups (Children: 10-12 years old; Adults: 19-39 years old; Older Adults: 65 + year olds) in the use of perceptual information for selection, timing, and control of action when crossing a two-way street in an immersive, interactive virtual reality environment. Adults and children selected gaps to cross that were consistent with the use of a time-based information variable (tau), whereas older adults tuned less into the time-based variable (tau) to guide road-crossing decisions. For action initiation and control, children and adults also showed a strong ability to precisely time their entry with respect to the lead vehicle maximising the available time to cross and coordinating walking movements with the tail vehicle to ensure they were not on a collision course. In contrast, older adults delayed action initiation and showed difficulty coordinating self-movement with the approaching vehicle. This study and its results tie together age-based differences in the three components of action decision-making (selection, timing and control) within a unified framework based on perceptual information. The implications of these age-related differences in action decisions and crossing behaviours are discussed in the context of road safety.


Asunto(s)
Accidentes de Tránsito , Longevidad , Factores de Edad , Anciano , Niño , Preescolar , Toma de Decisiones , Humanos , Caminata
3.
J Sports Sci ; 38(21): 2407-2414, 2020 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-32648526

RESUMEN

This study investigated a method for modelling a landscape of opportunities for penetrative passing completed on the ground by ball carriers in association football. Analysis of video footage of competitive, professional football performance was undertaken, identifying a sample (n = 20) of attacking sub-phases of gameplay which ended in a penetrative pass being made between defenders to a receiver. Players' relative co-positioning during performance was modelled using bi-dimensional x and y coordinates of each player recorded at 25 fps. Data on player movements during competitive interactions were captured using an automatic video tracking system, recording player co-locations emerging over time, as well as current and estimated running velocities. Results revealed that the half spaces between the midfield and both sidelines were the key locations on field providing most affordances for penetrating passes in the competitive performance sample analysed. Due to the dynamics of players' co-adaptive performance behaviours, it was expected that opportunities for penetrative passing by ball carriers would not display a homogeneous space-time spread across the entire field. Results agreed with these expectations, showing how a landscape of opportunities for penetrative passing might be specified by information emerging from continuous player interactions in competitive performance.


Asunto(s)
Conducta Competitiva/fisiología , Destreza Motora/fisiología , Fútbol/fisiología , Algoritmos , Humanos , Masculino , Modelos Teóricos , Estudios de Tiempo y Movimiento
4.
Conscious Cogn ; 38: 130-8, 2015 Dec 15.
Artículo en Inglés | MEDLINE | ID: mdl-26587958

RESUMEN

The research field on sensory substitution devices has strong implications for theoretical work on perceptual consciousness. One of these implications concerns the extent to which the devices allow distal attribution. The present study applies a classic empirical approach on the perception of affordances to the field of sensory substitution. The reported experiment considers the perception of the stair-climbing affordance. Participants judged the climbability of steps apprehended through a vibrotactile sensory substitution device. If measured with standard metric units, climbability judgments of tall and short participants differed, but if measured in units of leg length, judgments did not differ. These results are similar to paradigmatic results in regular visual perception. We conclude that our sensory substitution device allows the perception of affordances. More generally, we argue that the theory of affordances may enrich theoretical debates concerning sensory substitution to a larger extent than has hitherto been the case.


Asunto(s)
Juicio/fisiología , Percepción del Tamaño/fisiología , Percepción del Tacto/fisiología , Percepción Visual/fisiología , Adulto , Estatura , Humanos , Masculino
5.
Sci Rep ; 11(1): 9792, 2021 05 07.
Artículo en Inglés | MEDLINE | ID: mdl-33963254

RESUMEN

This study aims to illustrate the landscape of passing opportunities of a football team across a set of competitive matches. To do so positional data of 5 competitive matches was used to create polygons of pass availability. Passes were divided into three types depending on the hypothetical threat they may pose to the opposing defense (penetrative, support, and backwards passes). These categories were used to create three heatmaps per match. Moreover, the mean time of passing opportunities was calculated and compared across matches and for the three categories of passes. Due to the specificity of player's interactive behavior, results showed heatmaps with a variety of patterns. Specifically the fifth match was very dissimilar to the other four. However, characterizing a football match in terms of passing opportunities with a single heatmap dismisses the variety of dynamics that occur throughout a match. Therefore, three temporal heatmaps over windows of 10 min were presented highlighting on-going dynamical changes in pass availability. Results also display that penetrative passes were available over shorter periods of time than backward passes that were available shorter than support passes. The results highlight the sensibility of the model to different task constrains that emerge within football matches.

6.
Front Neurol ; 9: 681, 2018.
Artículo en Inglés | MEDLINE | ID: mdl-30174648

RESUMEN

In Parkinson's disease (PD) self-directed movement, such as walking, is often found to be impaired while goal directed movement, such as catching a ball, stays relatively unaltered. This dichotomy is most clearly observed when sensory cueing techniques are used to deliver patterns of sound and/or light which in turn act as an external guide that improves gait performance. In this study we developed visual cues that could be presented in an immersive, interactive virtual reality (VR) environment. By controlling how the visual cues (black footprints) were presented, we created different forms of spatial and temporal information. By presenting the black footprints at a pre-specified distance apart we could recreate different step lengths (spatial cues) and by controlling when the black footprints changed color to red, we could convey information about the timing of the foot placement (temporal cues). A group of healthy controls (HC; N = 10) and a group of idiopathic PD patients (PD, N = 12) were asked to walk using visual cues that were tailored to their own gait performance [two spatial conditions (115% [N] and 130% [L] of an individual's baseline step length) and three different temporal conditions (spatial only condition [NT], 100 and 125% baseline step cadence)]. Both groups were found to be able to match their gait performance (step length and step cadence) to the information presented in all the visual cue conditions apart from the 125% step cadence conditions. In all conditions the PD group showed reduced levels of gait variability (p < 0.05) while the HC group did not decrease. For step velocity there was a significant increase in the temporal conditions, the spatial conditions and of the interaction between the two for both groups of participants (p < 0.05). The coefficient of variation of step length, cadence, and velocity were all significantly reduced for the PD group compared to the HC group. In conclusion, our results show how virtual footsteps presented in an immersive, interactive VR environment can significantly improve gait performance in participants with Parkinson's disease.

7.
Parkinsons Dis ; 2018: 2957427, 2018.
Artículo en Inglés | MEDLINE | ID: mdl-30159137

RESUMEN

Studying freezing of gait (FOG) in the lab has proven problematic. This has primarily been due to the difficulty in designing experimental setups that maintain high levels of ecological validity whilst also permitting sufficient levels of experimental control. To help overcome these challenges, we have developed a virtual reality (VR) environment with virtual doorways, a situation known to illicit FOG in real life. To examine the validity of this VR environment, an experiment was conducted, and the results were compared to a previous "real-world" experiment. A group of healthy controls (N = 10) and a group of idiopathic Parkinson disease (PD) patients without any FOG episodes (N = 6) and with a history of freezing (PD-f, N = 4) walked under three different virtual conditions (no door, narrow doorway (100% of shoulder width) and standard doorway (125% of shoulder width)). The results were similar to those obtained in the real-world setting. Virtual doorways reduced step length and velocity while increasing general gait variability. The PD-f group always walked slower, with a smaller step length, and showed the largest increases in gait variability. The narrow doorway induced FOG in 66% of the trials, while the standard doorway caused FOG in 29% of the trials. Our results closely mirrored those obtained with real doors. In short, this methodology provides a safe, personalized yet adequately controlled means to examine FOG in Parkinson's patients, along with possible interventions.

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